Rising Sun - Gold - Manual - PC
Rising Sun - Gold - Manual - PC
Introduction
On the morning of December 7th, 1941 Japan set the spark to one of the most bit-
terly contested theatres of the Second World War. The devastating surprise attack at
Pearl Harbor heralded the rising sun of a new phase in Japan’s war of conquest and
empire. Nearly five years, and hundreds of thousands of lives later, this empire would lay in
ashes beneath the ominous glow of a second sunrise—the horrific atomic bomb attacks
at Hiroshima and Nagasaki that finally ended the war and ushered in an era of America-
mandated peace. Between these two rising suns, the vast conflict of the Pacific war was
played out in hundreds of little known atolls, islands and jungle back ways that are now
etched into the history of those desperate days.
After the stunning attack at Pearl Harbor, Japan went on to seize vast areas of the
South Pacific in one swift victory after another. Only on the Philippines, where American
and Philippine troops bravely held out in defiance at Corregidor, was the tide held at bay
for a time while Allied British, Australian, Dutch and American forces struggled to consoli-
date and forge a line of resistance. While decisive naval engagements were being fought in
the Coral Sea and later near Midway, allied forces mustered in distant outposts for the
inevitable counterattack against Imperial Japan. In August of 1942 the U.S. Marines landed
at Guadalcanal in the Solomon Islands and began the long march back on the road to
Tokyo while forces from the ANZAC command threw down the gauntlet in New
Guinea. Once engaged, the Allies were to find that the Japanese soldier would be the most
resourceful and tenacious defender to be faced by any army in the war. As the line of bat-
tle raged from one isolated outpost to another in the Gilberts, Marshalls and Caroline
Islands, the cost of victory climbed ever higher. From bloody Red Beach One at Betio in
the Tarawa group, to Peleliu, Tinian, Saipan, Iwo Jima and Okinawa, more blood was spilled
per square yard than in any other theatre of war. And to the east, the Philippine Islands
/www.re p lacem entdocs.com
and the malarial jungles of Burma were reclaimed in bitter contests where men on both
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TalonSoft’s rising sun 1
Introduction Table of Contents
sides were pressed to the limits of endurance, as with the famous Merrill’s Marauders in
their backbreaking operations in the cruel hinterlands of Asia.
TalonSoft’s Rising Sun takes the measure of all these battles in a series of carefully craft-
ed scenarios that will take you from the defense of Guam to the bitter end at Okinawa.
Along the way you will fight your way up the Kokoda Trail on New Guinea, command the
Marines of “The Thin Red Line” at Guadalcanal, re-live the struggle for Luzon and
MacArthur’s triumphant Return to the Philippines in detailed linked campaign action. And
for those who wonder what might have happened if the Allies had been forced to invade
Japan, a hypothetical campaign in the Koshiki-Retto Island group and scenarios depicting
landings on Kyushu carry the struggle onto the Japanese mainland itself!
When the action begins you will be treated to beautifully crafted 3D battlefields drawn
from actual 1940 period maps, with many new terrain types introduced to depict the
unique conditions of island and jungle fighting. Even the maze of island caves where Japan-
ese defenders fought to the last man are depicted in new terrain types. Plan your overall
strategy on two “God’s Eye” 2D views, or take the plunge and play in varying 3D views to
fight the battles with full “fog of war” effects that limit your knowledge of enemy disposi-
tions and add realism. On a scale of 250 meters per hex you will command historically
researched orders of battle, from small company actions to full regiments, brigades or even
divisions. You will find every conceivable type of action in this generous scenario mix, from
reconnaissance patrols, ambushes, meeting engagements, desperate beach assaults, grueling
battles of attrition and sweeping maneuvers to clear enemy held areas.
Pit your tactics and strategy against a wily A/I opponent or take up a unique challenge
against other Rising Sun aficionados in head to head, network or Internet play. Any way you
play, however, you will soon find that Rising Sun is easy to learn, yet difficult to master. Each
scenario consists of a number of Game Turns in which you and your opponent have an
opportunity to move your troops and engage in combat. The capture of key objectives
assigned by the scenario designer, and the ratio of casualties sustained by each side deter- II. Table of Contents
mine victory. While primarily a simulation of ground combat, Rising Sun adds many I. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
amphibious units for sea landings and supports combat with both air units and naval bom- II. Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
bardment. And for those with an eye for the history, a set of editors will allow you to III. Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
build your own maps and unique orders of battle to craft your own scenarios. IV. Playing a Scenario . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
This latest addition to TalonSoft’s gaming lineup will define a new standard for tactical The Game Interface & Pop-Down Menus . . . . . . . . . . . . . . . . . . . . . . . . . . .10
combat in WWII. Re-experience the history, the valor and desperation that defined the Game Scale & Stacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
War in the Pacific as Rising Sun salutes the bravery, dedication and great sacrifice of the sol- The Tool Bar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
diers who fought on both sides. Viewing the Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Selecting a Unit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
The Info Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Attention Campaign Series Veterans! The Unit List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
The tutorial scenario (Tutorial–Storming Wakde Island; Wakde.scn) and write-up The Unit Handbook . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
included with Rising Sun is not only an introduction for new players—it is also a Scenario Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
fun and challenging scenario for veterans of TalonSoft’s “Campaign Series” of games. Game Turns & Player Turns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Many of the new features of Rising Sun, as well as tactics and techniques helpful The Command Report . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
during play, are covered in this tutorial. Too, many frequently asked questions and Combat and Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
issues from the TalonSoft CAMPAIGN SERIES discussion page are also covered. Moving a Unit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
All players are encouraged to begin playing this scenario while following along Transporting Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
with the tutorial copy beginning on page 114 of this manual. Reinforcements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
Organizational Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
Good luck and enjoy!
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
Once you have chosen a new scenario, click on OK to proceed to the battle.
The A/I can be used in three modes: Manual, Computer, and Computer with FOW
(Fog-of-War). Any one mode can be applied to each side.
Manual equals “no A/I”. Select this for a side if you want to make all the decisions
Resuming a Saved Scenario for that side, including conducting all moves and attacks for it. This is the default mode for
both sides.
When you select “Resume a Saved Scenario” from the Main Menu, less information is
displayed on the Scenarios screen than when you are starting a new game. This is because If you select Computer for a side, the program will handle all the decisions and
the program reads the information from the saved-game file, and not all of the info that is actions for that side.
displayed for a new scenario is recorded in the saved-game file. If you select Computer with FOW (Fog-of-War) for a side, the program will han-
The titles of the scenarios you have previously saved are listed on the top left of the dle all the decisions and actions for that side, and Fog of War will be in effect. If Fog of War
screen. If you have played the same scenario different times and have multiple saved games is on, you can only see enemy units that are in the Line of Sight (LOS) of one or more of
for the same title they will all be listed. In this case you will need to scroll through the sce- your on-map units. This mode is most appropriate when you want to control one side
nario names, with the arrows alongside the titles, but observe the different file names listed and have the program control the other.
in the File Name window on the right to find the game you wish to resume. The Advantage bar at the bottom of the A/I Selection screen allows you to balance
Once you have chosen a scenario to resume, click on OK to proceed to the battle. play between two players of unequal skill or to balance play against the A/I. To set an
Advantage, hold down the left mouse button over the slider bar control and move it to
the left or right (the keyboard’s arrow keys can also be used to adjust the advantage).
Advantage values can range from 0 to 100 for either side. Depending on the value you
set, the side with the advantage will inflict higher than normal combat losses on the other
side, and suffer lower than normal combat losses themselves. Advantage must be set
before play begins in E-Mail, Modem Play and Two-Player Hot Seat games. Otherwise, the
Advantage can be adjusted at any time during the game.
If you press the Rules button you will see a menu of Optional Rules that can be
enabled or disabled to enhance game play for advanced players. For more information on
the Optional Rules see pages 83-84.
Once you have selected the A/I levels, set the Advantage, and chosen the Optional
Rules you wish to use, press the OK button on the A/I Selection dialog and the program
will automatically load the map and set up the units that begin play on the map (if any).
Note that other units (for either or both sides) might be scheduled to arrive as reinforce-
ments. To view a list of the reinforcement groups and their turn of arrival, select “Sched-
uled” from the “Reinforce” pop-down menu.
Assault Menu: Use this menu to conduct Assaults. Select Victory to see the current level of victory and related items (Exception: If playing a
Select Cancel Assault to cancel an Assault without resolving it. Dynamic Campaign Game mission, see page 90 for victory.)
Select Add to Assault to designate the currently-selected unit(s) Display Menu: Use this menu to control how infor-
as participating in the Assault. mation is displayed on the map.
Select Resolve Assault to resolve the Assault. Select Units Off to toggle (off or on) the on-map dis-
Select Show Odds to review the current Assault odds (Assault play of all units and markers. This option is provided to
odds are not available if Fog of War is in effect). temporarily hide the unit and marker icons so that you
can see the underlying map terrain better.
Reinforce Menu: Use this menu to check on the availability of rein-
forcements. See page 34 for more information on reinforcements. Select Unit Bases to toggle (off or on) distinctive
bases for all 3D unit icons on any 3D map view. Note
Select Scheduled to display the reinforcements scheduled to arrive dur- that each nationality has different-styled 3D bases dis-
ing the current scenario, as well as the per-turn arrival probability for each playing a derivation of that country’s nationality symbol.
group. Double-clicking on the selection will display a Dialog Box listing See the nationality symbol chart on page 185.
individual units of that reinforcement group. If Fog of War is in effect, only the reinforcements
for the side currently having its turn are displayed; otherwise, all reinforcements will appear. Select Specials on Top to control the on-map display
of fortifications (improved positions, mines, blocks) and
Select Arrived during a friendly turn to display the reinforcement groups that are cur- wrecks on the 2D maps. When this command has a
rently available to be placed on the map. See page 34 to enter a reinforcement group. check mark next to it, all these markers appear above
Select Releases for a display listing the release times of Fixed units. Clicking once on an all other units in their hex.
entry in the Release Dialog causes that organization to become highlighted on the screen. Select Objectives to toggle (off or on) the display of
Double clicking or selecting OK causes the release dialog to be dismissed and the organiza- Objectives on the map. When this is enabled, each
tion to remain highlighted. Selecting Cancel causes the organization to become unhighlighted. Objective hex is denoted by an objective marker dis-
Status Menu: Use this menu to display current strength, playing the primary color of the side that currently con-
objective, and victory condition information. trols it (Exception: Exit Objective hex).
Select Scenario Information to display information on Select Locations... to help you find a named location
the scenario, including its title, historical background, the on the map. When you select one of those listed, the
ground conditions, visibility and the scenario’s designer. Some map will scroll to that hex.
information in this dialog is not shown in Play by E-mail Select Visible Hexes to toggle (off or on) a shade over all hexes which are not in the
games, or if you are the Caller in a “modem” game. LOS of the current Hot Spotted hex.
Select Strength to see the Select Reachable Hexes to graphically illustrate all the hexes that the currently-selected
number and types of units cur- unit can reach in the current turn. This takes into account the number of Action Points it
rently available to each side. The has to spend (and considers whether or not the unit is Saving AP’s for Firing or Unload-
units listed on the left side of the ing). All hexes it cannot reach are shaded. See page 34 for more information.
Strength Dialog (see illustration Select Command Range when a HQ unit is selected to see the Command Range for
at right) are the total number of that HQ; see page 78 for more information on HQ.
(full or partial-strength) platoons Select Find Org... to see which units belong to which organizations. When you select an
of that unit type currently avail- organization name in the Organization Dialog, each of that organization’s component units
able. The right side of this dialog becomes highlighted on the map. If Fog of War is in effect, only the organizations for the
lists the number of Strength side currently having its turn will be highlighted. An organization name printed in light gray
Points (not the number of pla- indicates that none of its units are currently on the map.
toons) of that type of unit eliminated thus far. The Strength of the opposing side is not
Select Jump Map... to display a miniature of the map. When you select any spot in the
available if Fog of War is enabled (though the enemy’s losses are shown).
miniature version, the game map will automatically scroll to the corresponding spot.
Select Objectives to see the number, value and hex location of each Objective. Clicking Select Hex Contours to toggle (off or on) a brown “contour line” along all hexsides
on an entry line in the dialog box will put the Hot Spot in (and scroll the map to) that hex. where an elevation change occurs.
For more information on Objectives see “How to Win” on page 80.
Select Opaque Infobox to toggle (off or on) an opaque background color behind the
Select Available Air Support to view a list of the Air Attacks still available, if any (if Fog of Info Box.
War is on, you can only view the Air Attacks for your side).
12 TalonSoft’s rising sun TalonSoft’s rising sun 13
Playing a Scenario - The Pop-Down Menus The Pop-Down Menus - Playing a Scenario
Select On-Map Thermometers to toggle (off or on) small “thermometers” on a 3D A/I Menu: Use this menu to control the “Artificial
map display that graphically illustrate each unit’s current state of Morale, remaining Action Intelligence” (A/I) capabilities of the of the current-
Points or current Strength Points. ly in-progress non-CG scenario.
Select Range to toggle (off or on) a display feature that illustrates the currently-selected Select [Manual] (i.e., no A/I) for a side if you want
unit's hard (shown in red) or soft (shown in blue) attack limits. Note: If the hard and soft to make all the decisions for that side, including
attack limits of the unit are same only a red line is shown. conducting all moves and attacks for it. This is the
Select Highlight to get a sub-menu of the following options: default mode for both sides.
Spotted Units toggles (off or on) a highlight around all units that have a LOS to Select [Computer] for a side if you want the
(and thus are in the LOS of) at least one known enemy unit. program to handle all the decisions and actions for
Fired/Fought Units toggles (off or on) a highlight around all units that have either that side. This will show you the position of all
fired at an enemy unit or fought in an Assault during the current Player Turn. enemy units, even those out of "line of sight".
Moved Units toggles (off or on) a highlight around all units that have expended AP Select [Computer with Fog-of-War] for a side if you want the program to handle all
to enter a new hex during the current Player Turn (exception: unless Assaulting). the decisions and actions, and have Fog of War in effect, for that side. This is the recom-
mended, and most popular, method of play.
Disrupted Units toggles (off or on) a highlight around all units that are Disrupted.
Select Activate A/I to restart the A/I after you have canceled it.
Units/HQs Out of Supply toggles (off or on) a highlight around all units low on
ammunition due to failing their supply check. Note that each HQ that moved during Select Set Advantage to balance play between two players of unequal skill or to balance
the previous Game Turn is automatically considered “Out of Supply” during the next A/I play. Advantage values can range from 0 to 100 for either side. Depending on the
Game Turn. value, the side with the advantage will inflict higher than normal combat losses on the
other side, and suffer lower than normal combat losses themselves. Advantage must be
Indirect Fire Units toggles (off or on) a highlight around all units capable of firing
set before play begins in E-Mail or Modem Play games. Otherwise, the Advantage can be
indirectly.
adjusted at any time during the game.
Anti-Aircraft Units toggles (off or on) a highlight around all units capable of con-
ducting fire vs. aircraft, i.e, Anti-Aircraft Fire. Special Menu: This menu provides special options
Organization toggles (off or on) a highlight around all units that are part of the same necessary to play a Multi-Player scenario and to record
organization as the selected unit, or are subordinate to the selected Leader or HQ. a game in progress.
Mine-Clearing Units toggles (off or on) a highlight around any unit capable of Select Modem Host before starting a modem game
clearing mined hexes. Note that Mine-Clearing Units are also referred to as engi- if you wish to be in charge of opening and saving the
neers in this manual. scenario, and to configure your modem for play. The
Host player can also use this command to close the
Leaders toggles (off or on) a highlight around all leaders.
playing session. The extension .btx is used to denote a
Headquarters toggles (off or on) a highlight around all HQ units (Command Posts Modem saved-game file.
are also highlighted if the Optional Rule for Command Control is “on”).
Select Record Battle to toggle (on or off) the option that allows you to save a record of
Fixed Units toggles (off or on) a highlight around all Fixed units. the non “Special-mode” (including non-CG) game you are currently playing. Note: You
Note: The menu options beginning with Spotted Units and ending with Fixed Units must turn “off” (uncheck) a current recording in order to be able to view it (by selecting
are mutually exclusive; i.e., selecting any one of them will toggle-off any of the others “Replay” from the File pop-down menu). The extension .btr is used to denote a recorded
that had been previously selected. battle file
Select Restart Replay to restart the replay of a previously halted recorded battle file.
Select 2D Normal View to change the map to its 2D version. Select Communication Dialog in a modem game to display the “chat window” if you
Select 2D Zoom-Out View to change the map to a smaller, low resolution 2D version had closed it previously. See also page 110 for details on the Multi-Player Comm Dialog.
that enables more of it to be seen. Select Set Network Play Timer during a live multi-player game. Using this, the Host
Select 3D Normal View to change the map to its full-size 3D Battleview™ mode. (only) can input a time, in minutes, that will be used by the program to automatically end
Select 3D Zoom-Out View to change the map to Battleview™ mode but with the each Player Turn. This time can be reset at any time, but only by the Host. If the time is
hexes at half their normal size. reset, a message is displayed to all other players of the new time that has been set.
Select 3D Extreme Zoom-Out View to change the map to Battleview™ mode but Select Multi-Player Dialog during a multi-player game in order for the the team captain
with the hexes at one-fourth their normal size. to assign his side’s organizations to players on his side. This can also be used by the other
Select Rotate Map to rotate the map, and all units and markers on it, 180º. players to view what units have been allotted to whom. For more information on this see
page 110.
14 TalonSoft’s rising sun TalonSoft’s rising sun 15
Playing a Scenario - The Pop-Down Menus game scale & stacking - Playing a Scenario
Select Scroll to View Enemy Action during a multi-player game for the computer to Select Ask Before Advancing Turn to have the program confirm that you really want
scroll the map to display visible enemy actions. This is "off" by default to prevent unwanted to end your Player Turn after you have indicated that you have finished. With this on, you
scrolling. This option has no effect except during multi-player games. cannot end your turn by mistakenly clicking on the “Next Turn” Tool Bar button.
Options Menu: Use this menu to set the default for Select Use Special Icons in order for the program to use special 3D icons such as win-
certain options associated with the main program. A ter or desert camouflage. Some nations may also have different icons for the early and late
check mark next to a command in this menu means war periods. In order for the special icons to appear (if this option is not already in effect),
that it is “on.” The settings of this menu are always you must select this option and restart the game.
“remembered” by the program. Select Initial View to define the initial view of the map when the main program is start-
Select Prompt For Scenario if you want to be ed. The views may be set to any of the standard views, or to default to the last one used
prompted for a new scenario whenever you enter the while playing the game.
game directly via a desktop shortcut for the WF.EXE Select Optional Rules to display a menu of game options that are in effect for the cur-
executable (instead of the “normal” method of launch- rent scenario. These rules must be set at the start of a scenario and cannot be changed
ing a new scenario from the “Scenarios” screen). during game play. See pages 83-84 for more information on the Optional Rules.
Select Beep on Error to toggle (off or on) the option Help Menu: Use this menu to get information about how
that causes a beep when you make an error. to use the Rising Sun program.
Select Hide 3D Hot Spot to toggle (off or on) the Select General Help (F1) to open the General Help file
option that causes the hexagonal Hot Spot marker to which provides instant, on-line access for playing the game.
be hidden on the “3D” maps. Select Unit Handbook (F2) to display additional informa-
Select Blink Hot Spot to toggle (off or on) the option tion about the currently-selected unit. Such information can-
that causes the Hot Spot to blink. Note that the Hot not be accessed about enemy units if playing with Fog of
Spot only blinks on the 2D maps. War.
Select Smooth Scroll to toggle (off or on) the option Select Parameter Data (F3) to find miscellaneous information on the data used inter-
that causes the map to scroll incrementally to a new nally in the game (such as the various combat tables, the height of obstacles, and defensive
Hot Spot. When this command has no check mark next modifiers of the various terrain and fortification types, etc.).
to it, the map redraws directly at the new Hot Spot hex without scrolling through the Select Unit Data (F4) to display miscellaneous data about the units in the game; i.e.,
intervening hexes. strength points, platoon VP value, Assault Value, Defense Strength, Fire Cost, loading &
Select Hex Outlines to hide or display the map’s hex outlines. When the hex outlines unloading costs, availability dates.
are visible, this command has a check mark next to it. Select Weapon Data (F5) to display a list of the units’ effective ranges vs. hard and soft
Select Sound Effects to toggle (off or on) the playing of firing/moving sound effects. targets, and their attack strengths at those ranges. The upper line shows the range and
Select Background Music to toggle (off or on) background music. attack strength vs. hard targets, and the lower line shows the range and attack strength vs.
Select Background Sound to toggle (off or on) the playing of “ambient” background soft targets.
battle sounds. Select About Rising Sun to display a dialog containing version number and copyright
Select Graphical Unit Icons to toggle the display of unit icons between graphical and information about the game.
military-type schematic versions.
Select Auto Save to have the program save the game automatically at the end of each Game Scale & Stacking
Player Turn [Exception: it will not save a phase that was conducted under computer-con- The game scale is 6 minutes per Game Turn and 250 meters per hex (exceptions:
trolled A/I (with or without Fog of War)]. Game Turns during a Night scenario represent a longer period of time due to units nor-
mally moving slower at night, and the scale of some of the smaller islands maps has been
Select Auto Save AP’s for Firing to have all of the combat units of the phasing side “stretched” slightly for playability’s sake). Each strength point (SP) of an infantry platoon
automatically save enough AP to always be able to conduct at least one fire-attack after AP
represents a half squad (thus, 6 SP represents a platoon of three squads). Each SP of a
are expended for other purposes.
Machine Gun platoon represents one MG “team” (and, thus, one MG); each SP of a gun
Select Details to display a sub-menu that allows you to specify the level of details you (i.e., gun, mortar, or howitzer) battery represents one gun and its attendant crew; each SP
wish to see in the combat reports. See also Damage Report Details on page 51. of a vehicular platoon (regardless of type) represents one vehicle and its crew. Each gun
Select Fast Computer Player to have a computer-controlled side perform its move- battery is considered to have its own “inherent” crew.
ment at a significantly increased speed when in any 3D Battleview™ mode. Each hex may contain a maximum of 24 SP or 6 units, exclusive of leaders (Exception:
Select Fast Human Player to have the 3D icons animate at an increased speed. full-hex bridges however have a stacking limit of 12 SP).
16 TalonSoft’s rising sun TalonSoft’s rising sun 17
Playing a Scenario - Map Magnification & The Tool Bar the tool bar - Playing a Scenario
Resolve Assault
The Tool Bar Highlight the Organization for a unit. To highlight the next higher
organization, hold down the Ctrl key while pressing this button
3D “Roam Mode” arranged in a circular fashion around the icon. Starting at “12 o’clock” and proceeding
Whenever the display features a “3D” map, “Roam Mode” is enabled. In Roam Mode clockwise, the data lists:
3D unit icons on the map are automatically highlighted when your cursor passes over Strength (Command): The unit’s current Strength Point (SP) value. Each SP of an
them. A yellow highlight around a 3D icon indicates a friendly unit, a red highlight indicates infantry-type platoon represents one “half squad”. Each SP of an MG-, mortar- or gun-type
an enemy unit. The selected unit is always shown with a green highlight (whether friendly unit represents one “team” (if MG) or gun (for “tube” weapons such as mortars or
or enemy). When you “roam” the cursor over a 3D icon, its Info Box will be displayed. artillery). Each SP of a vehicular platoon represents one vehicle. An SP value shown in yel-
Such info remains displayed as long as your cursor is positioned over that 3D icon. As low indicates that the selected unit is not at full strength. If the unit is a leader, this is his
soon as your cursor “roams” off the 3D icon, the Info Box reverts back to displaying the “Command Rating”, which is added to the Attack Strength of a unit under his command,
selected unit (or, if no unit is currently selected, no Info Box is displayed). with which he is stacked, if that leader possesses at least as many Action Points (AP) as
the Fire Cost of the attacking unit.
Action: The number of Action Points (AP) the unit has remaining (unused). All units start
each “friendly” Player Turn with 100 AP; each action executed (and each terrain location
entered) will cost a certain amount of AP. Note that, due to differing movement rates, dif-
ferent unit types will expend different amounts of AP for entering similar terrain. To see
how many AP it costs to enter each terrain type, select that unit and press the F2 key to
access the Unit Handbook. The AP expended to enter a hex are doubled if the unit is Dis-
rupted (to a maximum of 65 AP; see Minimum Movement on page 31).
Assault: That unit’s basic attack value when it Assaults.
Defense: That unit’s basic defensive value when it is being fired on or Assaulted. A unit’s
Defense Strength shown in red indicates that it is a “hard” (i.e., armored) target.
Fire Cost: How many AP that unit must expend to shoot.
Morale (Leadership): The unit’s current morale (the number it must roll equal to or
The Info Box less than on a 10-sided die when doing a morale check). In order for a unit to become
The Info Box is displayed in the upper right- undisrupted or to regain a lost morale level, it must also roll equal to or less than this
hand corner when a unit is selected. Note that number. A morale level displayed in yellow indicates the unit is not currently at full (nomi-
you can reposition the Info Box by the “drag nal) morale; this can be as a result of combat, or the unit might have begun the scenario at
and drop” method if its current location is a reduced morale level. If the unit is a leader, this number is instead his “Leadership Rating”,
inconvenient. Normally, the Info Box will display which modifies the morale of the unit(s) under his command that he is stacked with. If his
information about the selected unit. However, if morale is greater than that unit’s, his morale is used for it. If his morale equals or is less
playing on a 3D map, the Info Box will tem- than that unit’s, its morale is raised by one. A unit’s morale appears in red if it’s being mod-
porarily display information on any unit (enemy ified by a leader.
or friendly) that your on-map cursor “roams” A unit’s morale can be affected by the terrain it occupies. “Beneficial” terrain will raise a
over. The amount of information displayed will unit’s morale so that it will be less likely to fail a morale check and thus less likely to retreat,
vary, depending on the current Fog of War whereas terrain that provides no cover (such as Clear and Water) have a detrimental
option chosen—as well as the displayed unit’s morale modification. A list of these effects can be found by pressing the F3 key to view the
actual capabilities and recent actions; i.e., no Fog of War, normal Fog of War, or Extreme Parameter Data; see also the Terrain Types section beginning on page 59.
Fog of War.
If more than one unit is in the same hex (and the Unit List is not on; see “Unit List”,
page 25), you can cycle through and view the Info Box of each unit in that hex by right- Info Box Thermometer: Along the bottom of the Info Box is a thermometer that dis-
clicking on the Info Box. Note that a left-click on the displayed Info Box will select that plays one of three things (as a ratio of its current amount to its “full” amount):
unit (note how the nameplate of the unit highlights), or unselect the unit if already select- • The unit’s current Action Points (red thermometer bar); the white vertical line marks the
ed (the nameplate will become unhighlighted). If a unit is carrying a passenger (indicated lowest point the thermometer must stay “above” for the unit to have enough AP to fire.
by a large, full-color helmet icon in the lower-right corner of the Info Box) a right click • The unit’s current Morale (blue thermometer bar).
will display the unit being carried by that transport unit. • The unit’s current Strength Points (green thermometer bar).
The center section of the Info Box displays the unit’s 3D icon. Other important data is
22 TalonSoft’s rising sun TalonSoft’s rising sun 23
Playing a Scenario - info box icons On-Map Thermometers & The Unit List - Playing a Scenario
A single left-click on the Morale, Strength or Action Points box in an Info Box On-Map Thermometers
will change the Info Box thermometer to display that variable. When using any of the 3D map displays, you can toggle the “On-Map Thermometers”
Icons may appear along the left-hand side of the Info Box. Those at the top reflect for each 3D icon on or off by pressing the T hot key. Depending on what you prefer,
thermometers can be displayed that graphically depict the Action Points a unit has remain-
unit status (i.e., what the unit is currently doing or what effects it is subject to); those at
the bottom show unit capabilities (i.e., what the unit is capable of doing). ing, or its current number of Strength Points, or its current Morale. Note: The on-map ther-
mometers are color-coded to the color outline of the Info Box coinciding to that value; i.e., red for
Disrupted Status Action Points; green for Strength Points; blue for Morale. A single left-click on the Morale,
Strength or Action Point box in the Info Box will change the displayed on-map ther-
Fatigued Status mometers to the one measuring that variable. Turning the on-map thermometers on can
also be a convenient way to locate units on a 3D map display.
Fixed Status
The Unit List
Unit is in LOS of (i.e., spotted by) an enemy combat unit To display the Unit List along the right side of your screen, press the U hot key. You
can select and unselect one or more units easily with the Unit List “on” by left-clicking
The only enemy unit with LOS to unit is a leader/unarmed-transport unit once on the desired Info Box(es) in the Unit List. Additional information regarding play can
be found in the Unit List. If a hex is selected, Info Boxes for all units in that hex are dis-
Unit is currently Low on Ammo (or unavailable if HQ or artillery) played in the Unit List, one above the other. You can use the cursor to “drag” the dis-
played Info Boxes up or down within the Unit List (this can be necessary if three or more
Unit is currently marked to “Save APs for Firing” Info Boxes are displayed in the Unit List). To close the Unit List, press the U key again.
Unit is currently marked to “Save APs for Unloading” To the left is the Rising Sun
interface with the Unit List
Unit has spent APs to fire this turn being displayed.
Terrain Information
Each game map is composed of a variety of terrain types that affect combat, move-
ment and Line of Sight (LOS) in differing ways. The terrain type in the “hot spotted” hex is
displayed in the Unit List (press the U hot key to turn the Unit List off and on). To get
more detailed information on each terrain type select “Parameter Data (F3)” from the
Help pop-down menu (or press the F3 hot key). In this display information can be found
describing the combat modifier of each terrain type, the effect on morale that certain ter-
rain types have, and the height (in meters) of each terrain type.
Roads
The maps in TalonSoft’s Rising Sun feature several different types of “roads”, each of
which has a different movement cost (paid in AP) to enter a hex along that road. The road
types are:
Paved: These are well-surfaced (improved) macadam roads, and provide a good sur-
face in all weather conditions.
Unpaved: Packed-dirt surface. If the terrain is muddy these are best avoided.
Paths: These represent narrow cart and foot paths, too narrow for most wheeled
vehicles to benefit from.
Railroad: These represent railroad tracks, sometimes found elevated above the sur-
rounding terrain. A very bumpy ride for vehicles.
For more information on roads, see pages 68-69 in the Terrain Types section.
Road Movement: Two or more (non-leader) units of ≥12 SP stacked in a hex negate
any road in that hex. (For purposes of this, “road” includes each of the four types of
“roads” listed above.) In other words, a unit travelling along a road can enter a hex using
the road movement rate as long as its SP total, when added to the SP total of the units
already in the hex, does not exceed 12. Passengers do not count, but wrecks do. Hence, if
you try to move three units whose combined SP is >12 simultaneously (as a “stack”)
along a road, they each pay the non-road cost to enter that hex. Likewise, if two units with
Moving a Unit
a combined SP of 12 already occupy a road hex, the non-road cost will be charged if you
Each Player Turn begins with the game in the Move Mode by default. First, be sure attempt to move any other unit into it.
you are in “Move Mode”. The second button from the left in the Tool Bar along
the bottom of the screen is the “mode” button. In “Move Mode” the button is
“undepressed” and shows three green arrows and a partial silhouette of a tank. (If it’s
“depressed” and displays a large red “crosshairs”, you’re in “Fire Mode”.) Next, select the
unit you want to move, then right-click in any hex to move the unit toward that hex.
(Note: you can move units only of the side you control—not enemy units.) Alternatively, you can
select the unit, then “drag and drop” it in the direction you wish it to move. When in
“Move Mode” your on-map cursor is a thin “plus sign” (+).
Save AP's for Firing: When moving a unit (especially if expecting to move into
“contact” with the enemy) you might want to reserve enough APs so that the
unit can fire at least once (either at the end of its move or as Opportunity Fire
during the next enemy turn). To do this, press the “Save AP's for Firing” Tool Bar button
Bridges: There are three types of hexside bridges in the game: Light, Medium and Heavy.
before expending many AP for other activities. When a unit has been selected to Save AP's
In addition to these three hexside bridges, a water hex can be spanned by a “full hex”
for Firing, a small full-color “bullet” icon will appear near the top of the icon bar along the
bridge, which is always considered “heavy” for movement purposes. The bridge icon (with
left side of the Info Box. To cancel this, simply select the unit and toggle this off by pressing
a small red “x” on it) that appears in the icon bar along the left side of the Info Box is the
the same Tool Bar button. Note: you can have this feature automatically in effect for all combat
“heaviest” type of bridge that unit is not allowed to use, whereas the bridge type listed for
units of your side by selecting “Auto Save AP's for Firing” from the Options pop-down menu; howev-
that unit on its Unit Handbook page is the lightest type of bridge the unit is allowed to
er, this will not take effect until a Player Turn begins with this option selected.
use. For information on the various bridge types, see pages 71-73 of the Terrain Types sec-
Save AP's for Unloading: When moving a loaded transport unit (especially if tion; for information on destroying bridges, see page 49.
getting near the enemy) you might want to reserve enough APs so that the trans-
port's passenger can unload at the end of the move. To do this, press the “Save Minimum Movement
AP's for Unloading” Tool Bar button before expending many AP for other activities. When Regardless of the AP cost of a hex, a unit can always move one hex during its Player
a unit has been selected to Save AP's for Unloading, a small full-color “wheel” icon will Turn. The most AP cost of any one hex entered is 65 AP, regardless of the combination of
appear near the top of the icon bar along the left side of the Info Box. To cancel this, sim- hexside or in-hex terrain. Thus, as long as a unit has 65 AP remaining, it can enter an adja-
ply select the carrying unit and toggle this off by pressing the same Tool Bar button. cent hex (Exception: if entering a hex (and/or crossing a hexside) that unit cannot
30 TalonSoft’s rising sun TalonSoft’s rising sun 31
Playing a Scenario - transporting units transporting units - Playing a Scenario
enter/cross; e.g., any unit crossing a cliff hexside, or a vehicle attempting to enter a non- Each potential transport unit displays a small icon along the lower left side of its
frozen swamp or marsh). Info Box that graphically displays a type of unit it is capable of transporting. See
page 24 for more information on these icons.
NOTE: The program might tell you that a unit does not have the required AP to enter a hex
(even though that unit has 100 AP remaining) if that hex entry cost is 65 AP and the unit has Any unit currently carrying a passenger of any type has a large, full-color
been marked to Save AP’s for Firing (as denoted by a “full color” bullet icon appearing in the helmet icon in the lower right portion of its Info Box. If eligible to
upper part of the icon bar along the left side of its Info Box). This is most common in units which carry a passenger but not currently carrying one, the helmet icon on
must pay > 35 AP to fire when such a unit is attempting to enter a hex which costs 65 AP. To “standard” (dedicated) transport units (trucks, halftracks, prime-movers, horses, motorcy-
move such a unit, select the unit and toggle off the “Save AP’s for Firing” feature. The unit will then cles, bicycles, boats, and rafts) is shown as a yellow outline. This yellow helmet outline is
be allowed to expend the necessary AP to move (as it is now no longer saving enough AP to not shown on “non-standard” transport, such as tanks and assault guns.
fire). See also “Auto Save AP’s for Firing”.
To see what is being carried by any unit displaying the full-color helmet icon, right-click
on its Info Box. Right-clicking on the Info Box again will redisplay the transport unit or, if
Disrupted Unit Movement there are other units in the hex, will display the next unit in the hex (exception: if the Unit
A disrupted unit pays double the normal AP cost to enter a hex, to a maximum of 65 List is on; see page 25). Note that horses, motorcycles, bicycles, boats and rafts cannot move (or
AP. A non-passenger disrupted unit cannot enter a hex if, in doing so, it would be lessening be used for spotting purposes) unless a passenger is currently loaded on that unit, whereas trucks,
the distance to the closest enemy unit currently known to any unit of the friendly side. halftracks and artillery tractors (because each is considered to have an “inherent” driver) can move
If a disrupted unit begins its turn adjacent to an enemy unit, it may continue to move (or be used for spotting purposes) if not loaded. See page 39 for more information on
adjacent to that enemy unit (as it is not moving closer to that “closest” enemy unit). Unknown Units and using Transport units for spotting.
Loading: To load a unit onto any type of “empty” transport, the transport unit
must be in the same hex as the unit you want to “load up”, and the transport unit
must have at least as many SP as its potential passenger. Both must also have the
requisite number of AP to load. Select both units (you can double-click on the hex if they
are the only two units in the hex; otherwise see “Multi-Selecting” below), then click on the
“load/unload” Tool Bar button (depicting a truck with infantry).
To find out the Loading Cost for each unit type that can be loaded, check the unit
data in the Appendices of this manual (or press F4 during the game), where the cost to
load (or unload) that unit is listed.
Unloading: To unload a currently-loaded transport unit (one displaying a full-
color helmet icon in the lower right corner of the unit’s Info Box), select the unit
and click on the “load/unload” button. Note that it generally costs 25 AP to
unload from most transport types, but only 10 AP to unload “riders” from tanks. To find
out the Unloading Cost for each unit type that can be loaded, check the unit data in the
Appendices of this manual (or press F4 during the game), where the cost for a unit to
load or unload is listed, with the exception being unloading riders (see Tank Riders; below)
Transporting Units and unloading from bicycles, motorcycles, boats and rafts, which have their own Unloading
There are several different types of transport units available in Rising Sun, including Cost that applies instead of the cost listed for the passenger.
wagons, horses, trucks, artillery tractors, halftracks, motorcycles, bicycles, landing craft, Multi-Selecting: To load a unit onto a transport in a hex that contains more than just
boats, rafts and even some types of tanks and assault guns. those two units, you will probably find it easiest to select them by first opening the Unit List
Some types of transport units can only move if that transport is currently loaded (the (press the U hot key) and then left-clicking on each of their Info Boxes. Alternatively, you can
passenger is necessary to move or guide that mode of conveyance). These transport also select them by a careful combination of right- and left-clicking on the single Info Box.
types include horses, motorcycles, bicycles, boats and rafts. Each right-click will cycle to the next unit in the hex, and each left-click will select (or unse-
Portaging: Boats and rafts can be “portaged” overland by infantry. To lect) the displayed unit. Note that a selected unit has the nameplate on its Info Box highlighted.
do this, select the infantry unit and and the boat/raft unit, and press Tank Riders: Medium and heavy tanks, as well as most assault guns and tank
the “load/unload” button. (Note: The SP of the boat/raft must be at destroyers, have the ability to carry infantry “riders” but cannot tow guns. Tanks and
least as great as the unit portaging the boat/raft.) While portaging the boat/raft the defen- other armored vehicles that are allowed to carry “riders” can transport double their
sive modifier of the carrying unit applies. However, once in the water, the (much lower) amount of SP (e.g., a 3-SP tank platoon can carry a 6-SP infantry platoon, etc.). Such vehi-
defensive modifier of the boat/raft applies. cles are designated by the presence of a “soldier with submachinegun” icon in the lower-
32 TalonSoft’s rising sun TalonSoft’s rising sun 33
Playing a Scenario - reinforcements paradrops & gliders - Playing a Scenario
left corner of their Info Box. Note that these types of vehicles cannot fire while loaded.
Towing: Certain vehicles (e.g., artillery tractors) can tow guns but cannot carry
infantry. Such vehicles are designated by an “anti-tank gun” icon in the lower-left
corner of their Info Box.
Reachable Hexes: Press the H hot key after selecting a unit to move to high-
light all hexes which the selected unit can reach during the current movement
phase. This display takes into account the number of APs the selected unit has
remaining, and the effects of extra hexes reachable due to Double Time, and if the unit is
marked to “Save APs for Firing” and/or “Save AP’s for Unloading”. The Reachable Hexes
display updates automatically as the unit moves.
Reinforcements
Many scenarios have reinforcements that enter during play. To view the list of sched-
uled reinforcements, press the S hot key. Note: if Fog of War is in effect, the Schedule Dialog
will list only friendly reinforcements. Each reinforcement group is listed on a separate line with
the following information: turn of entry; percentage chance of entry (shown as “??” if the
Extreme Fog of War optional rule is in effect); hex of entry; first unit of that group. Since
most reinforcements contain more than one unit, you can double-left-click on any entry
of the Scheduled dialog to display a window listing all units of that reinforcement group.
Furthermore, if you left-click on a reinforcement group in the Schedule Dialog, the map
will scroll to display the entry hex of that group.
Example: A line of the Schedule Dialog might display “3 (60%) at 16,18 Axis Type 95 HA-
Paradrops & Gliders
GO Light Tanks…”. This indicates that on Game Turn 3 a reinforcement group containing Axis Units that enter play on parachutes or gliders will arrive as reinforcements and are
HA-GO Light Tanks (and other units, note the “…”) is scheduled to arrive at hex 16,18. How-
subject to “scattering” and taking casualties depending on the terrain they land in or their
ever, their arrival chance is only 60%.
proximity to enemy units. The amount of scatter for each glider/paradropped reinforce-
Unless the arrival chance is 100%, the program will perform a “percentile” (1-100) die ment group is preset by the scenario designer. In addition to scatter and terrain-induced
roll, beginning on the turn listed, and at the beginning of each friendly Player Turn there- casualties, units landing by parachute (only) always land with 0 AP, are also automatically
after that the reinforcement group has still not arrived. A die roll equal to or less than disrupted, and affected by “low ammo” status to reflect the additional danger and wider
that reinforcement group's printed entry chance results in that reinforcement group arriv- dispersal normally experienced by a paradropped unit.
ing. Note: If the Optional Rule for Extreme Fog of War is on, the percent chance of arrival is
always hidden. If a scheduled reinforcement fails to enter on the designated turn, the roll is Paradrops Casualties: A unit paradropping into dense jungle, marsh, swamp or shallow
repeated at the same percentage chance on each following Player Turn until that reinforce- water, or landing adjacent to one or more enemy units, takes a random SP loss ranging
ment group arrives. from 1 to the maximum SP of the affected unit. This loss is halved (fractions rounded
down) if the unit drops into rough, jungle, forest, flooded rice paddy, village, suburb, city, fac-
If the Command Report dialog mentions that
tory or special-building terrrain. Note that such losses are not counted as losses in the
“Reinforcements have arrived” you should press scenario victory conditions for victory point purposes.
the “Arrived” tool bar button (or the A hot
key). Glider Landings Casualties: A glider-borne unit landing in rough, swamp, jungle, dense
Arrived Dialog: Each group of reinforcements jungle, flooded or dry rice paddy, palm orchard, orchard, forest, village, suburb, city, factory
arriving on the current Player Turn is listed on a or special-building terrain, or if it lands adjacent to one or more enemy units, takes a ran-
separate line. Double-left-click on a listed group in order to have those units placed on dom SP loss ranging from 1 to the maximum SP of the affected unit. This loss is halved
the map. Once placed you can then select and move the units. (fractions rounded down) if the unit lands in marsh, shallow water or palms. Note that
such losses are not counted as losses in the scenario victory conditions for victory point
Temporary Overstacking: The program allows reinforcing units to be placed in their purposes. Units landing by glider land with 100 AP and are only Disrupted if they incurred
entry hex in excess of normal stacking limits. casualties when landing.
Displacement: If a reinforcement group enters the map on a hex occupied by an enemy
unit(s), the enemy unit(s) will be displaced into an adjacent hex (Exception: air-landed rein-
forcement group; see next page).
34 TalonSoft’s rising sun TalonSoft’s rising sun 35
Playing a Scenario - Landing Craft & organizational movement double time & fixed units - Playing a Scenario
manhandled; i.e., that can move for short distances without transport). From the moment
that the unit is commanded to use Double Time, it pays only three-fourths of the normal
AP cost to enter a hex (or cross a terrain hexside) during that Player Turn. To conduct
Double Time movement, select the unit, press the “Double Time” Tool Bar button, and
move the unit. Once a unit has been flagged to Double Time, it cannot be undone.
Note: A cavalry unit does not have to Double Time on a turn in which it Assaults (in fact,
it would be better not to, so that the detrimental effects of Fatigue will not apply to the
cavalry unit’s Assault).
Organizational Movement A unit that begins its Player Turn Fatigued (an “F” icon is displayed in the unit's Info
Rising Sun features two types of “Organizational Movement”, whereby you can Box) cannot Double Time during that turn. The “F” icon is automatically removed at
quickly and easily move all the as-yet-unmoved units of an organization. Both the start of its Player Turn if it did not Double Time in the previous Game Turn.
types of Organizational Movement require that the “Highlight Organization” Tool A Fatigued unit that attacks (Direct Fire or Assault) has its Attack Strength halved
Bar button is “on”, thus highlighting all the units that belong to the same organization as (fractions rounded down, to a minimum of one). A Fatigued unit that defends in Assault
the currently selected unit. has its Defense Strength halved (fractions rounded down, to a minimum of one).
Column Movement: Select a unit, press the “Highlight Organization” Tool Bar but-
ton, and then, while depressing the Alt key, right-click in a hex you wish the unit to Fixed Units: Some scenarios feature units that (usually for historical purposes) have
been “fixed” in place. A Fixed unit is denoted by a red circular icon displaying a white
move to, all of the units of that unit's organization will move toward the selected hex.
This type of movement is especially helpful when you have a number of units of the “F” at the top of the icon bar of the Info Box. Such a unit is unable to move until it is either
same organization in a “road column”; if so, pick the lead unit of the column to move. attacked or “released” (if released, the Command Report will report this occurrence).
You can also “drag and drop” in lieu of right-clicking, if preferred. You can check the “Release Dialog” by selecting “Releases” from the “Reinforce” pop-
down menu or by pressing the F hot key on your keyboard. . The Release Dialog lists
Echelon Movement: Select a unit, press the “Highlight Organization” Tool Bar but- each organization or unit that is scheduled to be released during that scenario (if any).
ton, and then, while depressing the Shift key, right-click in a hex you wish the selected
Example: A Release Dialog line might display: “8 (70%) Allied 2nd/1 Marine Battalion”. This
unit to move to, all of the units of that unit's organization will move in the same gen- indicates that the Allies’ 2nd/1 Marine Battalion has a 70% chance of being released, starting
eral direction and distance (but not toward the same location) as the selected unit. You
on turn 8. To highlight units of the 2nd/1 Marine Battalion on the map, you can left click on its
can also “drag and drop” in lieu of right-clicking, if preferred.
listing in the Release Dialog.
Double Time Movement and Fatigue: An infantry, cavalry, or wagon
Unless a release chance is 100%, the program will perform a “percentile” (1-100) die
(exception: if transporting a gun incapable of moving on its own) unit can
roll, beginning on the turn listed, and at the beginning of each friendly Player Turn there-
use Double Time movement if it is not currently marked with an “F” (fatigued) after that the organization is still not released. A die roll equal to or less than that organi-
icon. A unit currently capable of using Double Time movement is also denoted by a
zation's printed release chance results in that organization being immediately released.
“charging soldier” icon displayed in the icon bar on the left side of its Info Box (the “charg-
Note: If the optional rule for Extreme Fog of War is on the percent chance of release is hidden.
ing soldier” icon also denotes the light gun and mortar units that are capable of being
36 TalonSoft’s rising sun TalonSoft’s rising sun 37
Playing a Scenario - combat line of sight - Playing a Scenario
Line of Sight
Line of Sight (LOS) and terrain also affect attacks. Direct Fire may not be initiated against
a target that the attacker cannot see. Line of Sight can be blocked by terrain in a hex, eleva-
tion changes, weather (visibility), smoke, other units and a hex having six or more wrecks in
it. See page 73 for information on how terrain concealment values are used to determine
what units are revealed. The various ways LOS can be affected is discussed below.
Terrain: The predominant terrain in each hex can potentially block LOS, depending
on the height of that terrain. To check the concealment values and the height (in
meters) of each terrain type refer to the Terrain Types section (pages 59-73) or to
the Parameter Data file (press the F3 key when the game is open).
Elevation Changes: The elevation changes depicted by the maps will block LOS in
a natural manner.
Weather (Visibility): Each scenario has a Weather condition associated with it that
limits visibility (even at Night) anywhere from a minimum of 1 hex (if conditions are
“Very Thick Fog”) to a maximum of 20 hexes(if conditions are “Clear”). A scenario’s
weather and visibility limits can be found by displaying the Scenario Information
screen (hot key I). Weather will not change during the course of a scenario. See the
following chart for the list of possible weather conditions and the visibility limits asso-
ciated with each. Note: A scenario defined as taking place at Night (see page 54) has
a default visibility of 1 hex, but the weather will still determine the maximum visibility
that a unit can fire at a gunflash or an Illuminated Hex.
Combat Smoke: Smoke is an obstacle to LOS if it exists between the firer and the intended
There are five basic types of combat in TalonSoft’s Rising Sun: Direct Fire, Indirect Fire, target. A unit in a Smoke hex can still fire, or be fired upon, but only at half attack
Assault, Air Attacks and Minefields. Anti-Aircraft Fire is considered part of Direct Fire. strength. Smoke can be fired only by certain Indirect Fire units, and halves the non-
Units capable of Direct Fire cannot attack using Indirect Fire. However, units capable of assault attack into or out of its hex. See pages 43-44 for more information on Smoke.
Indirect Fire can also attack using Direct Fire. Units: If a hex contains 13 or more strength points of non-wreck units it is consid-
The basic way to attack an enemy unit (using Direct or Indirect Fire) is to: ered to have enough units therein to sufficiently block LOS through that hex.
1) Select your attacking unit by clicking on its 3D icon (if playing on a 3D map) or its Wrecks: If a hex contains 6 or more strength points of wrecks it is considered to
Unit Box once (ensure that the game is in Fire Mode, not Move Mode; see page 29 have enough wrecks therein to sufficiently block LOS through that hex. Less wrecks
for an explanation of Fire and Move modes). are required to block LOS than non-wrecks due to the inherent smoke of wrecks.
Note that only a destroyed “hard target” leaves a wreck.
2) Move your cursor over the target you wish to attack. A display showing the soft and
hard attack factors will appear. Weather Condition Visibility* Weather Condition Visibility*
3) Right click on the unit you wish to attack. Clear 20 Light Fog 6-7
There is no limit to how many times an individual unit can be attacked in a turn. Overcast 18-19 Heavy Rain† 4-5
A unit can only attack if it has enough APs to commit to the attack. The number of Slight Haze 15-17 Fog 3
APs each unit expends to conduct a Direct or Indirect Fire attack is listed as the Fire Light Rain† 10-14 Thick Fog 2
Cost in that unit’s Info Box. Squalls 8-9 Very Thick Fog 1
* In hexes † Snow if Ground Conditions are snow
Direct and Indirect Fire use a combination of the attacker’s range to the target plus its
Strength to determine the actual effectiveness of the attack. Most units have range modifi- Unknown Unit: When Fog of War is in effect, if the only friendly unit(s) that has
cations to better reflect their real-life capabilities. Each Disrupted unit has its Attack Factor LOS to an enemy unit is an unarmed unit such as a truck, wagons, prime mover or
halved prior to any other modifications. artillery tractor and that is not carrying a passenger, that enemy unit is displayed as an
A unit that is a passenger cannot attack or be attacked directly. However, when its “Unknown Unit”. On a 2D view map an Unknown Unit is shown by a marker with a “?”;
transport vehicle is attacked, damage may also apply to the passenger. on a 3D view map a 3D icon in the form of a “?” is displayed.
Note: Passengers and Riders are extremely susceptible to damage while loaded—espe- Note: A transport that requires passengers in order to be able to move (such as a bicy-
cially if their means of conveyance is a Soft Target type. cle, motorcycle, boat, raft, or horse) cannot be used for spotting.
Visible Hexes: To highlight the hexes that can be seen from a specific location There is no limit to how many times an individual unit can be attacked in a turn. How-
(i.e., that are in the LOS of a certain hex), left-click once in that hex (thus “hot ever, a unit can only attack if it has enough APs to perform the attack.
spotting” that hex), then press the Tool Bar button displaying the “binoculars” or Infantry vs. Armor: Most infantry-type units can fire at a hard (armored) target
the V hot key. All hexes not visible from the hot-spotted hex are shaded. Press the V hot only when it is adjacent to that target. This represents the fact that most infantry-carried
key again to turn off the “visible hexes” feature. Note: Just because a friendly unit has “light anti-tank weapons” had a very short range (exception: some MG platoons have a
LOS to a hex does not mean that any/all enemy units in that hex are automatically visible. two-hex range vs. “hard” targets). Note that as the war goes on, the effectiveness of
infantry attacks vs. armor increases, reflecting the increased lethality of such anti-tank
weapons as the U.S.-made “bazooka” or the British “PIAT”.
Opportunity Fire
In TalonSoft’s Rising Sun, Opportunity Fire (OpFire, that is, friendly fire during the
enemy’s Player Turn in reaction to an enemy action) will occur automatically. OpFire has a
chance to occur (and is performed automatically by the computer) when an enemy unit
expends AP in the range and LOS of a friendly (opposing) unit, providing that friendly unit
has enough “saved” AP (equal to or greater than its Fire Cost).
During your Player Turn you can automatically have a unit save enough APs to con-
duct OpFire in the following enemy Player Turn. To do this, select the friendly unit and
press the “Save AP’s for Firing” button on the Tool Bar. Note that you do not have to
use the “Save AP’s for Firing” button to use OpFire—it just has to have enough AP left.
When “Save AP’s for Firing” is in effect for a unit, a small full color “bullet” icon will
Direct Fire appear along the left side of the Info Box of that unit, and the unit will not be allowed
to expend all of its AP (in other words, the program will automatically save enough AP for
The most common type of attack is probably Direct Fire. Direct Fire is performed
the selected unit to be able to fire once).
only by units that have a LOS to their target.
To initiate a Direct Fire attack, the unit you want to conduct the attack with must Setting Opportunity Fire Globally
be selected, and you must be in “Fire Mode”. If currently in “Move Mode”, you Using the Opportunity Fire dialog (available by selecting “Assign Opportunity Fire” from
must either depress the second-from-the-left Tool Bar button or hold down the the Units pop-down menu, or by pressing hot-key D), you can set the maximum allowable
Ctrl key to toggle to “Fire Mode”. In “Fire Mode” this button (and your on-map cursor) range for a listed unit type to conduct OpFire. Ensure that no unit on the map is currently
displays a “crosshairs” (a circled “+”). When your on-map “Fire Mode” crosshairs cursor selected. The firing unit types are listed along the left side of the dialog; the possible target
“roams” over a hex containing a valid target (i.e., an enemy unit within range and in line of types are listed across the top. Selectable ranges for a firing unit are listed as Short, Medium
sight of the selected firing unit), a small box with two numbers is displayed over the target and Long, and may be adjusted during play of a scenario as many times as desired. Basically, a
hex. This box lists (left to right) the firing unit's nominal attack strengths vs. any hard and unit’s “short” range is considered to be its maximum range vs that target type times one-
soft targets in that hex. Note that these Attack Strengths automatically increase as the third. Its “medium” range would be its maximum range vs that target type times two-thirds.
range to the target decreases, and decrease as the range increases, thus simulating “range For instance, if a unit has a maximum range of 15 hexes vs a soft target, its medium range for that
attenuation” (lessened firepower at increased range). target type would be 6 to 10 hexes, and its short range would be 1 to 5 hexes.
Example: “10/4” might be displayed when an anti-tank platoon targets a hex. “10” is the If you do not wish a certain type of unit to ever conduct opportunity fire at a certain
attack factor the platoon would use against a “hard” (or armored) unit in that hex, and “4” is target type, set that unit type’s range to “N” in the Opportunity Fire Dialog.
the attack factor the platoon would use against a “soft” (or non-armored) unit in that hex. Setting Opportunity Fire for Individually Units
On a 3D map, when the Fire Mode cursor roams directly over a valid target and high- Opportunity Fire can also be set on a per-unit basis. This is useful when you want a
lights it in red, a more detailed box appears that lists (from left to right) that target's certain unit to only fire at short range, but most other units of its type to fire at a longer
Strength Points, its name, and the firing unit's nominal attack strength vs. that target. range setting. To set OpFire for an individual unit, select the unit, then press the D hot key
Example: “3 - M-8 @ 10” would signify a 3-SP M-8 (U.S. Armored Car) being targeted by a to display the OpFire dialog. The OpFire dialog that appears applies only to the selected
firing unit with an attack factor of “10”. unit(s). Other setting are grayed out. If more than one unit is selected, the options that are
To carry out the attack, right click on the unit/hex you wish to attack. If playing on the not grayed-out will affect all units selected.
3D map you can right-click directly on the 3D icon. If you do not click directly on the 3D icon Note: The most restrictive OpFire option set for a unit takes precedence; e.g., a globally-
and the hex contains multiple potential targets, a Target Selection Dialog will appear allow- set option for a unit type to fire at “short” range will take precedence over an individually-
ing you to select the final target of the Direct Fire attack. set option for an individual unit of that type to fire at “medium” range.
Random Armor Disablement: An Indirect fire attack vs. an armored target has a very
slight chance of disabling (i.e., eliminating) a SP from an armored unit.
The total number of smoke missions available in a scenario for each side is listed in targets that there are within that radius the less likely it is that the Air Attack will hit the
the Unit List (hot key U). The number of smoke missions for the Allied side is listed first, plotted location. There is even a slight chance that an Air Attack may make a mistake and
followed by the number of missions for the Axis side. Additionally, the Status Bar lists the attack a “friendly” unit! Therefore, it is advisable not to request an Air Attack in an area
number of smoke missions remaining for the phasing side. If Fog of War is in effect, the num- that has a lot of friendly units.
ber of smoke rounds available for the opposing side is shown as a “?”. If a side has more than one type of air attack
Once a side’s smoke number reaches “0” no more smoke may be laid by that side for assigned to it, the Air Attack that arrives is ran-
the remainder of the scenario. domly determined from the “pool” of air attacks
for that side (as determined by the scenario
designer). The types and number of Air Attack
still available to a side in a scenario (if any) can
be viewed by selecting “Available Air Support”
from the Status pop-down menu. This informa-
tion is not shown for the opposing side if Fog of
War is on.
Air Attacks
At the start of each friendly Player Turn you are informed of how many Air Attacks
you have remaining for use during the entire scenario (which also includes the current
turn). If you use all of your listed Air Attacks in one turn, you will not have any to use in
following turns. Due to the importance and strength of Air Attacks, it is usually wise to be
conservative in their usage. Not every scenario will have Air Attacks.
To call for an Air Attack, select (“Hot Spot”) the location you wish to attack by
left-clicking on it once. Then simply press the Air Attack button on the Tool Bar. A
crosshairs icon will be placed in the selected location (the same icon used to
denote an “on call” indirect fire attack). Note that only one Air Attack may be plotted per Anti-Aircraft Attacks: Any unit capable of Anti-Aircraft fire, and that possesses suf-
location. If you want more than one Air Attack to hit in the same area, simply plot the ficient AP to fire and is not currently loaded on (in tow by) a vehicle might conduct
additional one in a nearby location. Opportunity Fire at an enemy Air Attack if that Air Attack occurs within the soft-attack
IMPORTANT: Once plotted, an Air Attack cannot be cancelled nor re-plotted, so be range of that AA unit.
sure to have the proper location selected when you plot the attack. Note: Anti-Aircraft fire from AA units with guns larger than 40mm have their attack fac-
Each Air Attack has been individually modeled with unique “hard” and “soft” attack val- tor reduced by 75% to simulate their reduced (i.e., non-automatic) rate of fire and slower
ues, as well as an individual defense value. The number of strength points that a given Air reaction time. Such batteries were less capable of reacting to low-flying fast-attack aircraft
Attack represents varies depending upon that plane type. See the charts displaying data on since they were intended more for defense against high-altitude aircraft. Such guns were
the various types of air units on page 183. also more likely to be employed in a Direct Fire role vs. enemy ground targets and thus
A plotted Air Attack has a 65% chance of arrival on each turn (and each turn there- be less prepared for usage in an AA role.
after until it arrives). An arriving Air Attack will not always attack the target you pick; it will
“search” for a proper target within about a five hex radius of its plotted hex. The more
44 TalonSoft’s rising sun TalonSoft’s rising sun 45
Playing a Scenario - assault assault modifiers - Playing a Scenario
To resolve an Assault, click on the “Resolve Assault” Tool Bar button. To cancel a
planned Assault, select “Cancel Assault” from the “Assault” pop-down menu.
Assault Odds: Because each assault also results in a “counter-assault” by the defenders,
the “Assault Odds” dialog will the final modified assault value of the attacker vs the final
modified defense value of all defending units, as well as how the assaulting units defend
when being counter-assaulted (Exception: the amount of information displayed depends on the
Fog of War option in effect).
The text in the Assault Status dialog for the assault and corresponding counter-assault
follows the format:
“attack of a (b SP) vs defense of c (d SP)”
• “a” equals the total of the assaulting units’ modified assault values;
• “b” equals the total number of attacking Strength Points;
• “c” equals the total of the defending units’ modified defense strengths; and
• “d” equals the total number of defending Strength Points.
The numbers displayed in the Assault Odds dialog are after all modification due to the
presence of a leader(s), low ammo, disruption and/or the presence of a fortification (or Minefields & Engineers
A convenient way of slowing down or diverting an enemy attack is with minefields.
terrain modifier, if the assaulting unit is vehicular) in the assaulted hex. The results are then
Minefields are pre-set in a scenario and can only be removed by an engineer (referred to
applied to the proper line of the Combat Results Table. Each attack is made once vs each
defending unit. by the game program as a “Mine-Clearing Unit”). Each non-engineer unit that enters a
minefield hex automatically triggers a mine attack vs. that unit, whereas a Mine-Clearing
Example: Two 6-SP U.S. rifle platoons (assault 5) are assaulting one 6-SP Japanese rifle pla- Unit can enter a minefield without being attacked (see Clearing Minefields and Blocks,
toon (defense 7). The program’s Assault Odds dialog reports “Assault: Attack of 60 (12 SP) below). The strength of a minefield attack is determined by the “level” of the minefield. A
vs defense of 42 (6 SP)”. Below this appears “Counter-assault: Attack of 42 (6 SP) vs “1” minefield attacks on the 1:1 row of the Combat Results Table, a “2” minefield attacks
defense of 84 (12 SP)”. The U.S. rifle units have a final assault strength of “60” due to their on the 2:1 row, and a “3” minefield attacks on the 3:1 row. To view the strength of a
total of 12 SP x 5 assault value. minefield hex, switch to the “2D Normal View” map (hot key 4), or turn on the Unit List
If the Japanese rifle platoon were instead defending from within an Improved Position, the dia- (hot key U) and click in (hot spot) the minefield hex. The strength of the minefield is dis-
log would report the following assault: “Attack of 45 (12 SP) vs defense of 42 (6 SP)”, as the played in the Unit List along the right side of the interface.
attacking units’ assault value would now be modified by the Improved Position’s modifier of .75 Engineers Laying Smoke: Engineer infantry have the unique ability to “lay smoke” in
(60 x .75 = 45), as a defending unit in the original assault (but not defenders in a counter- their own hex. See page 43 for more information about laying smoke.
assault) gets the defensive benefit of a fortification (if any).
Clearing Minefields & Blocks
Cancelling an Assault: If you decide that you do not wish to assault a hex, or wish to
An undisrupted Mine-Clearing unit that begins its Player Turn in a minefield or blocked
remove a unit from the assault, you must cancel the entire Assault prior to its resolution.
hex will automatically lower the level of that minefield by one. Mine-Clearing units include
To cancel an assault, select “Cancel Assault” from the “Assault” pop-down menu. combat engineers and certain specialized Allied engineer armored vehicles. A Mine-Clear-
ing Unit can enter a minefield without being attacked. Additionally, an undisrupted (foot)
engineer (but not a vehicle that is a Mine-Clearing unit) that begins its Player Turn in a hex
containing a “Block” fortification automatically eliminates that fortification.
Note: To locate Mine-Clearing Units, use the “Highlight” menu item from the “Display”
pop-down menu, then select “Mine-Clearing Units”. All friendly units capable of clearing
minefields will be highlighted.
Bridge & High Wall Demolition
An undisrupted engineer unit that has not yet expended any AP may attempt to
destroy an adjacent “high wall” hexside or a hexside (but not full-hex) bridge using its
inherent demolition capabilities. Select the engineer unit, then from the “Units” pop-down
menu, choose “Damage Wall or Bridge”. In the dialog box that appears, select the hexside
“direction” (up, up-right, down-right, etc.) to attack, and press the OK button. An attack is
performed, using the engineer’s attack factor and its SP strength, vs. the inherent strength
of the feature. Attempting a demolition requires 100 AP.
COMBAT EXPLANATION Direct Fire Target Density Value: If the total SP in the target hex exceeds
When one unit fires at another unit (whether by Direct or Indirect fire) the 12, 12 is then subtracted from that number to arrive at an Excess Density Value.
basic method in which the attack is calculated is as follows: This value is then multiplied by 8% and by the SP of the firing unit (fractions
rounded up), resulting in a density bonus. This density bonus is added to the
(Modified Attack Strength) vs. (Modified Defensive Strength) nominal SP of the firing unit.
This attack vs. defense comparison determines the location (i.e., the “row”) Example: A 3-SP firing unit is firing at a target in a hex that contains a total of
of the Combat Results Table (CRT) where the attack will be resolved. Note that 19 SP (the number of units that are in the hex is irrelevant). Since 19 is > 12, 12
attack-vs.-defense strengths between those listed on the CRT (access Rising Sun’s is subtracted from 19, yielding an Excess Density Value of 7. This number is then
Parameter Data from the “Help” pop-down menu) are calculated individually by multiplied by .08 (8%) and by the SP of the unit, resulting in 1.68, which is rounded
the program on a pro-rated basis, based on the result probabilities of the two up to 2. Thus, that unit would attack as if it had 5 SP.
CRT lines the attack falls between.
Example: A net attack strength of 11 vs. a net defense strength of 4 has slightly
lower result probabilities than an attack of 3 vs. a defense of 1, but higher proba- Damage Report Details: By default, the game does not display Damage
bilities than an attack of 2 vs. a defense of 1. Reports as attacks are executed; i.e., “Low Details” are in effect. To change to
Medium Details, select “Details” from the “Options” pop-down menu, then
select “Medium Details” from the “Details” pop-out menu.
1. The Modified Attack Strength is calculated by:
To change to “High Details”, Medium Details must first be in effect. Then,
(Attack Strength @* of attacker + c) x (terrain/fortification modifier of defender’s
when a “Damage Report” box appears during the game, click on the toggle
hex)**
switch in the upper left hand corner of the Damage Report box (the small toggle
@
: The Attack Strength is the Hard- or Soft-Attack Strength listed when the fire-mode switch with the “o”). When clicked on the button toggles to display an “x”, thus
cursor is roamed over the target hex (or if roamed over the actual 3D icon). This indicating “High Details” are displayed. Whenever High Details are toggled on,
number varies depending on the range to the target. you must manually close the Damage Report box (by clicking on the “X” button
c: Command Rating of same-hex Leader provided that Leader currently has APs in the upper right corner, or by pressing the Enter key on the keyboard).
greater than or equal to the AP Fire Cost of the firing unit and the firing unit is sub-
ordinate to that Leader . Direct Fire: Most combat units attack using Direct Fire, whereby the shooting
*: x .5 if firing unit is Fatigued, Disrupted, firing out-of/into Smoke (per each occurrence; FRD; unit must have the target unit in “Line of Sight” and within its range. A Direct
minimum of 1). Fire attack must target a specific unit in the target hex (unlike Indirect Fire, which
can potentially affect all units in the target location). If playing on the 3D map you
Terrain/Fortification Modifier of Defender's Hex. To view these modifiers, can right-click directly on the 3D icon you wish to fire at; if in a 2D map mode,
see the Rising Sun parameter data file (from the Help pop-down menu). you will be given a Target Dialog box when you fire at a hex containing more than
**: certain terrain and fortification types will modify (increase or decrease) the Attack one target.
Strength of units that fire at targets in that terrain type.
The following combat example assumes “High Details” are “on” (see Damage
2. The Modified Defense Strength is: Report Details, above)…
(defense factor of defender) + (fortification bonus*) Example: A U.S. M4(105) Medium tank is selected while in Fire Mode. It has 100
*: +10 if defender can claim benefit of bunker or pillbox (+5 during assault) AP (enough to fire twice, since its “Fire Cost” is 40). The fire-mode cursor is put over
a Japanese Rifle Platoon two hexes away in a Lt. Jungle hex. A small box displaying
“12/15” is superimposed over the target hex as the fire-mode cursor roams over
When a unit attacks, the program actually conducts a number of attacks equal
that hex. However (if in a 3D view mode), as the cursor is put directly over the 3D
to the attacking unit’s SPs. The number of SP is halved (FRD, to minimum of one)
icon of the rifle platoon, the box changes to “6 - Rifle Platoon @ 15”, indicating the
if the attacking unit is Low on Supply. The number of SP can also be increased if
target is a 6-SP Rifle Platoon (Defense Strength of 8) which can be shot at with an
the target hex is richly populated with targets; see Direct Fire Target Density
Attack Strength of 15. Right-clicking on the 3D icon executes the attack.
Value, below. The program then takes each individual result and determines the
net result vs. the defender. Attack-vs.-defense strengths between those listed in The “Damage Report” indicates: “Rifle Platoon; Attack = 15 Defense = 8; Modifier
the Combat Results Table are calculated individually by the program on a pro- = 70%; Reduced by 1, Disrupted”. This informs us that 15 attack factors shot at a
rated basis, based on the result probabilities of the two Combat Results Table target that had a Defense Strength of 8. The 70% indicates that only 70% of the
lines the attack falls between. attacker’s firepower hit the target due to the light jungle terrain modification of “.7”
50 TalonSoft’s rising sun TalonSoft’s rising sun 51
Playing a Scenario - combat results morale recovery & disruption loss - Playing a Scenario
(see the Rising Sun Parameter Data, available from the Help pop-down menu, for a Elimination: If an attack results in the loss of all of a unit’s SP that unit is eliminated.
complete listing of the different terrain and fortification modifiers). The result of Morale Loss: Besides the above “reported” combat effects, each time a unit suf-
“Reduced by 1, Disrupted” indicates the target unit had its strength Reduced by one fers a Strength Point loss due to combat or a Retreat result, there is a 35%
(from 6 to 5) and is now Disrupted. chance that its current morale will be reduced by one.
Note: A unit that has its morale reduced to 0 is eliminated (“hors de combat”)
regardless of the number of SP it has remaining.
Combat Results
No effect: The target unit is unaffected by the attack.
Morale Recovery
Retreat (Morale Check): A unit that fails a Morale Check result is retreated
out of its current hex. Exception: A gun battery and/or a unit in a Pillbox, Bunker A unit that has suffered a morale loss has its morale value printed in yellow
or Cave is Disrupted instead. Each time a unit retreats it is subject to morale loss in the Info Box. A Disrupted unit with a reduced morale cannot recover from
(see Morale Loss, below). A unit that cannot retreat takes an additional SP loss Disruption until its morale value has been restored to its “nominal” (i.e., full
(which, of course, can still result in the unit’s elimination). strength) value. To quickly gauge the morale of your units when playing on a 3D
map, turn on the On-Map Thermometers (hot key T), then click once on the
Disrupted: The target unit is Disrupted, meaning that its Attack Strength and
Morale display box in a friendly unit’s Info Box to have the On-Map
Assault Value are halved, it cannot initiate an assault (but can counter-assault), it
Thermometers graphically display your units’ morale.
cannot move closer to the nearest enemy unit, and all AP expended for move- At the beginning of each friendly Player Turn a unit whose morale is currently
ment are doubled (to a maximum of 65 AP). An additional Disrupted result has
less than its full morale will have its morale increased by one if it passes a morale
no further detrimental effect on an already-Disrupted unit.
check. The program rolls a 10-sided die for each such unit; if the die roll is equal
Design Note: A disrupted unit is one which has been rendered less effective due to being sub- to or less than the unit’s current morale the morale check is “passed”. The pres-
ject to accurate and/or intense enemy fire. A disrupted unit has its efficiency reduced because its ence of a friendly leader in the same hex that “commands” that unit will improve
soldiers are probably “keeping their heads down”, or if an armored unit it might be considered the odds of that unit regaining morale (see Leaders, page 74).
“buttoned up”. A disrupted unit cannot fire as accurately because it is “pinned down”—the gun-
ner does not want to risk his neck to get a good shot as he does not want a bullet through his Disruption Loss
left eye. Instead, he perhaps takes an un-aimed “pot shot”. Too, a disrupted unit cannot advance At the beginning of each friendly Player Turn a disrupted unit that begins its
closer to the nearest known enemy unit, but has been known to move closer to a hidden one (if Player Turn at full morale (i.e., its current morale rating is at maximum) will
it does not know it’s there how can it avoid it?). become undisrupted if it passes a morale check. The program rolls a 10-sided die
for each such disrupted unit; if the die roll is equal to or less than the unit’s
Reduction of Strength Point: A unit can lose one or more SP due to being morale its disruption status is removed. The presence of a friendly leader in the
attacked; a unit that has its SP reduced to “0” (zero) is eliminated. Each time a same hex that “commands” that unit will improve the odds of that unit passing
unit loses a SP it is subject to morale loss (see Morale Loss, below). the morale check and becoming undisrupted (see Leaders, page 74).
52 TalonSoft’s rising sun TalonSoft’s rising sun 53
Playing a Scenario - night combat night combat - Playing a Scenario
Combat: An attack into a hex within night visibility range (normally one hex,
but also including an illuminated hex) is performed at full firepower. An attack
into a Gunflash hex is performed at halved firepower (attack strength/2) as
the firer is considered to be firing at the Gunflash, not at a specific target.
Gunflashes
When a unit that would be in enemy LOS in a daytime scenario fires from (or suffers
a mine attack in) a non-illuminated hex, that hex is marked with a Gunflash. The presence
of the gunflash allows the enemy to fire at that hex. (Exception: A Gunflash cannot be
spotted or direct-fired on at greater than the weather’s visibility limit.) Fire at a Gunflash
location is resolved at half firepower (fractions rounded up) if that hex is non-illuminated
and is two or more hexes from the firer.
If more than one unit occupies a Gunflash hex, the target unit is chosen randomly
(assuming the firer can fire at that target hex only due to the presence of a gunflash)
Exception: Indirect fire still affects all units in the hex.
Design Note: When a unit fires at a Gunflash it is literally firing at the flashes of light—it is
assumed the firer cannot see the target(s) in the hex—nor even how many targets are actually in
the hex.
Night Combat
During WWII night attacks were used with increasing frequency—certainly The results of an attack vs. a Gunflash hex are always “Unknown effects vs. unknown
more than in any other major conflict prior to it. This is especially true in the units”.
Pacific theater, where the Japanese frequently favored the effects of darkness for
A Gunflash is automatically removed at the end of the Player Turn after the Player Turn
masking both infiltration and mass assaults.
in which it appeared.
A set-piece scenario that takes place at night will be so noted in the intro-
duction to that battle, just prior to the recommended side (Example: “Tenaru, Starshells
7km ESE of Lunga Point, Guadalcanal: NIGHT [Best played as Axis]”). The “Visibility” In a Night scenario both sides will usually be allotted a number of Starshells. The num-
window of Scenario Information display (hot key I) also states if Night rules are
ber alloted to each side, if any, is listed in the Unit List below “Smoke” (see page 25). The
in effect and the maximum visibility that a Gunflash can be seen. number of Starshells available to the phasing side is also displayed in the Status Bar (to the
Hint: For a small basic introduction to the Night rules, try the Bootcamp4 scenario and refer to the right of the number of Smoke rounds available). If Fog of War is in effect, the number of
copy for that scenario in the Bootcamp.doc file. starshells available for the opposing side is shown as a “?”.
A unit with an attack factor > 0 and at least 20 AP’s can attempt to fire a Starshell dur-
During Night scenarios the following rules are in effect:
ing its Player Turn. Each attempt to fire a starshell costs 20 AP’s, regardless of success. Each
Map: The map is displayed with a darkened landscape. Hexes out of LOS or not attempt to fire a Starshell has a 40% chance of success (this is decreased to 20% if the unit
reachable (when using the “Show hexes in LOS” or “Show Reachable hexes” attempting to fire the Starshell is disrupted). Additionally, if a Leader is selected with a
features, respectively) are displayed with a dark bluish tint overlay. friendly unit trying to fire a Starshell, he will improve that unit’s chance of successfully firing
Movement: Non-foot movement costs are doubled during a Night scenario, even a starshell (a number equal to five times the Leader’s Command Rating is added to the
in illuminated areas. Movement by units using foot-type movement is not base success rate). If used thusly, the Leader also has 20 AP’s deducted for each Starshell
affected at Night. attempt he is used for (whether successful or not). A Leader by himself cannot fire a
starshell; he must be selected with an eligible friendly unit.
Design Note: Having the doubled movement cost apply only to non-foot-movement units is,
admittedly, a concession to game play. Increasing foot movement costs would force all night sce- A Starshell can be fired by selecting an eligible unit, ensuring that the program is in Fire
narios to be longer in duration without any accompanying benefit to play. Players may wish to Mode and, while depressing the Alt and Shift keys, right-clicking in the target hex.
consider a night Game Turn being longer than a normal, 6-minute day Game Turn. The range from the firing unit that a Starshell can be fired is two hexes—unless the
firing unit is using indirect fire, in which case it equals half (fractions rounded up) of the unit’s
Line of Sight & Illuminated Hexes: The default line of sight during a Night maximum range. Also, a Starshell fired from an Indirect Fire unit is not delayed a Game
scenario is always one hex. However, LOS can be “extended” by a Gunflash. Turn (unlike normal fire from such a unit). Once fired, the Starshell has a 40% chance of
and the presence of a Starshell out to the limit of the scenario’s weather con- landing in the intended target hex, otherwise it will land in one of the six hexes adjacent
dition (see weather chart on page 39). Hexes affected by Starshells, or that to the intended target hex.
contain six or more wrecks, are defined as “illuminated”.
54 TalonSoft’s rising sun TalonSoft’s rising sun 55
Playing a Scenario - fortifications fortifications - Playing a Scenario
A Starshell illuminates its hex and the six adjacent hexes. An illuminated hex is consid- Bunker: A unit eligible to receive the defensive benefits of a bunker has 10
ered to be “in the LOS” of all units that would have a line of sight to it in a daytime sce- added to its Defense factor (5 if defending in an assault), as well as the normal
nario. (Exception: An illuminated hex cannot be spotted or direct-fired on beyond the terrain modifier of that hex, if such would apply to that attack. Only non-vehicular
scenario’s visibility limit.) Illuminated hexes do not display the night-darkened pattern. units benefit from the protective modifiers of a bunker. A unit gaining protection from a
Note that a just-placed Starshell will not automatically reveal hidden enemy units in its illu- bunker is immune from the “retreat” combat result; it will instead become disrupted.
mination zone. Instead, it sheds enough light such that any unit that enters a location in its Pillbox: Similar to Bunker, except that a unit receiving the benefit of a Pillbox can
illumination zone is revealed if it is in line of sight of an enemy unit (taking into considera- only be attacked as if it were a hard target (this to simulate a concrete emplace-
tion the maximum visibility due to current weather conditions set for that scenario). ment). Only non-vehicular units gain a benefit from the protective modifiers of a
A Starshell is removed at the start of the friendly Player Turn following the Game Turn in pillbox. A unit gaining protection from a pillbox is immune from the “retreat” combat
which it was placed. result; it will instead become disrupted. Most vehicular units cannot assault a hex that con-
tains a Pillbox, however see the Design Note on page 46.
Design Note: The inability to have complete control over the firing of Starshells, and the chance
of “drift” of fired Starshells, is intended to help simulate the uncertainties of night combat. When a Minefield: Whenever a non-engineer unit enters a Minefield
Starshell firing attempt fails, don’t think of it as a flare gun “misfiring”, but instead simply that the hex a mine attack is immediately carried out against it. Mine-
concerned unit did not know to fire. Similarly, when a Starshell lands in an unintended hex, it does fields come in three strengths: 1, 2 and 3, which represent the
not mean that it fired incorrectly, but that the firing unit thought it heard noises or saw movement strengths corresponding to the “odds” line of the Combat Results Table that the attack is
in that area. Lastly, each Starshell actually represents several Starshells fired from hand-held flare pis- resolved on; i.e., a “3” Minefield attack is executed on the 3:1 line. Mines can be removed
tols (if fired from a “ground” unit) or one or more illumination rounds (from a gun battery). during play by a non-Disrupted engineer unit that begins its Player Turn in the Minefield
hex. Mined hexes provide no defensive benefit to any unit occupying such a hex.
Block: A hex containing a “Block” represents an impediment to movement
(roadblock, barbed wire, felled trees). Each unit that enters a such a hex must
expend 65 APs. Blocked hexes provide no defensive benefit to any units. A
“Block” can be removed during play by a non-Disrupted Engineer unit that begins its Player
Turn in the hex containing the “Block”.
Beach Obstacle: This type of fortification only appears in shallow water hexes.
Essentially, it is a “Minefield” (1:1 strength) that only affects units that use only
boat-type movement (i.e., boats or landing craft, but not fully-tracked amphib-
ians). The presence of a Beach Obstacle in a shallow water hex does not increase the AP
needed to enter that location.
Cave: The use of this special fortification type, unique to Rising Sun, is limited to
Japanese units that use “foot” type movement. A unit gaining protection from a
Cave is immune from the “retreat” combat result; it will instead lose an addition-
al SP. For detailed information about Caves see page 76.
Fortifications Design Note: Rising Sun—with its Bunker, Pillbox and Cave complexes—gives a differ-
There are several different types of “fortifications”, each with different effects on play. ent battlefield experience than that of other games in the Campaign Series. Defensive
positions composed of Bunkers and/or Pillboxes are not likely to fall easily. You cannot realisti-
Improved Positions: Any unit in a hex containing an Improved Position (IP) cally expect to dig out the defenders on your first try (i.e., in one six minute Game
gains a defensive benefit, in that the firepower of all attacking units is modified by Turn). A plentiful supply of guts, bayonets, and patience—with a certain measure of
.75, as well as the normal terrain modifier of that hex, if such would apply to that good luck added in—are required to be successful in “bunker busting”. In game terms,
attack. This is the only fortification type that can be “constructed” during play (see Digging this translates into (1) time to reduce the strength of the defenders and to disrupt
In, page 58). them, (2) multiple assaults (per turn if possible) with good odds, and finally, (3) a good
Trench: The firepower of a unit attacking a target in a trench location is modi- “die roll”. It is sometimes better to attempt two assaults at 2-to-1 odds on a stubborn
fied by .56, as well as the normal terrain modifier of that hex, if such would apply position than it is to try one assault at 4-to-1 odds.
to that attack. Only non-vehicular units gain a benefit from the protective modi- Hint: For a small basic introduction to “bunker busting”, try the Bootcamp3 scenario while
fiers of a trench. Most wheeled units must pay 65 AP to enter a trench location. Other referring to the Bootcamp.doc file.
units also pay an additional AP penalty to enter a trench location (the additional AP
depends on the unit type).
Open terrain is open ground that provides little or no cover. Non-armored units (only) in
open terrain have their morale reduced by one when fired upon.
TEM: 1.0 Concealment: 0 Morale Mod: –1 Height: 0m
Beach terrain represents a large expanse of flat, open, sandy terrain along a coast line suit- This terrain represents water (most commonly found along a shore line) that is shallow
able for conducting amphibious operations. enough to allow entry of vehicles and foot traffic. Guns are not allowed to fire from shal-
TEM: 1.0 Concealment: +1 Morale Mod: 0 Height: 0m low water; infantry units firing from shallow water have their SP number halved (fractions
rounded up). A unit in shallow water will not retreat (but will instead take an additional
casualty) unless it can retreat into a land hex.
Field TEM: 1.0 Concealment: +3 Morale Mod: –1 Height: 0m
Water
Fields come in three varieties: “in season”, “plowed” or “out of season”. If in season, a field’s
tall crops serve to block some lines of sight. A “plowed” field provides no cover (and is
thus like open ground) but is a slight impediment to some units’ movement “Out of Sea- Water represents an expanse of water, such as a lake, river, canal or sea, deep enough to
son” fields are identical to “clear” terrain for all purposes. prohibit entry by normal ground units without some form of conveyance (such as rafts,
TEM: 0.95 Concealment: –1 Morale Mod: 0 Height: 2m boats or some type of bridge). Landing craft and most LVT’s may fire from (deep) water.
TEM: 1.0 Concealment: +3 Morale Mod: –1 Height: 0m
Kunai Orchard
A cluster of cultivated fruit trees. Orchard terrain can also be used to represent an area of
Kunai represents various varieties of tall tropical grass (also called “elephant grass”) that light woods. In the tropical region orchards are represented as groves of palm trees and
could at times grow to a height of 6 to 10 feet. Kunai is only found in the Tropical region. due to their close proximity are considered to block LOS.
TEM: 0.9 Concealment: –1 Morale Mod: 0 Height: 2m TEM: 0.9 Concealment: –1 Morale Mod: 0 Height: 8m
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Playing a Scenario - Terrain Types of Rising Sun Terrain Types of Rising Sun - Playing a Scenario
This terrain type represents the thinly-spaced palm trees frequently found on islands in Dense jungle represents a large expanse of virgin jungle providing excellent cover and
the SW Pacific, as well as the mainland. Palms are considered to have a “height” of “0” only concealment. Only units using foot movement can enter a dense jungle hex (Exception:
so that they do not block LOS. horse/wagon may enter dense jungle along a path; all other unit types can enter a dense
TEM: 0.95 Concealment: 0 Morale Mod: 0 Height: 0m jungle hex only if entering via road or railroad). No LOS exists between an aircraft and a
unit in dense jungle. AA and indirect fire from dense jungle locations are not allowed.
TEM: 0.6 Concealment: –4 Morale Mod: +2 Height: 25m
Forest
Swamp
This represents an expanse of woods, providing good cover and concealment benefits.
TEM: 0.8 Concealment: –3 Morale Mod: +1 Height: 25m An inundated, marshy forest area, quite common in much of southeast Asia. Vehicular
entry is prohibited unless via some type of road.
TEM: 0.9 Concealment: –3 Morale Mod: 0 Height: 25m
Light Jungle
Marsh
Light jungle represents a large expanse of tropical forest providing good cover and con-
cealment benefits. An area of low-lying wet land with a small amount of cover. Vehicular entry is prohibited
unless via some type of road.
TEM: 0.7 Concealment: –4 Morale Mod: +1 Height: 25m
TEM: 0.95 Concealment: –2 Morale Mod: –1 Height: 3m
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How to Play - Terrain Types of Rising Sun Terrain Types of Rising Sun - Playing a Scenario
Clusters of small plots for cultivating rice are quite common in SE Asia and on the larger A rural settlement. In the western Pacific most village structures are constructed from
Pacific islands. The paddies would frequently be surrounded by raised embankments which local resources, thus providing less protection than stone structures more common in
could be used for access by foot—but are generally not wide enough for most vehicles. Europe.
TEM: 0.9 Concealment: 0 Morale Mod: 0 Height: 0m TEM: 0.8 Concealment: –3 Morale Mod: +2 Height: 10m
Rough City
Rough terrain is an area with large, craggy boulders and small undergrowth, such that City terrain represents an urban area of large, brick and concrete buildings providing very
vehicles cannot enter the terrain unless via some type of road. good defensive benefits. A road is considered to enter a city from all hexsides.
TEM: 0.8 Concealment: –2 Morale Mod: 0 Height: 2m TEM: 0.65 Concealment: –3 Morale Mod: +3 Height: 25m
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How to Play - Terrain Types of Rising Sun Terrain Types of Rising Sun - Playing a Scenario
Stream
This represents a specific large building and provides very good cover for non-vehicular
units. While vehicles can enter a Special Building hex, they are considered to be outside
the structure and thus gain no defensive benefits from it.
TEM: 0.65 Concealment: –3 Morale Mod: +3 Height: 15m A stream represents a small body of running water that hinders movement of most units,
but is not deep or wide enough to prohibit movement over it without a bridge. Note that
Rubble the map art for streams is a lighter blue than the corresponding art for minor rivers.
TEM: – Concealment: 0
Gully
City, suburb, factory and village terrain may also exist as rubble. The terrain, concealment
and morale modifiers remain the same as the original terrain. Rubbled hexes are not cre-
ated during a game, but are defined as such during scenario creation.
TEM: * Concealment: * Morale Mod: * Height: 50%** A small, dry ravine that acts as an impediment to movement.
* Depends on the previous terrain type; ** Rubble height is 50% less than original terrain type. TEM: – Concealment: 0
66 TalonSoft’s rising sun TalonSoft’s rising sun 67
How to Play - Terrain Types of Rising Sun Terrain Types of Rising Sun - Playing a Scenario
This represents a road with an improved (paved) surface—the best way for most units to While traveling along a railroad can be quicker than blazing a new trail through
travel fast. woods, it can still be a slow and bumpy ride for vehicles.
TEM: – Concealment: 0 TEM: – Concealment: 0
This represents a “secondary” road with an unimproved (usually dirt) surface. In the This represents a very thick wall (usually poured concrete). High Wall hexsides cannot be
muddy season these are usually best avoided. crossed by any unit unless that high wall hexside has been breached by Engineers (see
page 49).
TEM: – Concealment: 0
TEM: – Concealment: 0
Path
Low Wall
This represents a cart path or wide foot path. An ideal way for infantry to move through This represents a low stone wall—sufficient to give cover but not high enough to have an
wooded terrain. The muddy season can also play havoc with these features. effect on line of sight. Wheeled units cannot cross low walls (Exception: motorized leaders).
TEM: – Concealment: 0 TEM: 0.8 Concealment: +2
Hedge Cliff
This represents a low hedge—sufficient to give cover but not sufficiently high or thick
enough to have any effect on line of sight. A high, steep face of rock, impassable to all units.
TEM: 0.9 Concealment: +2 TEM: – Concealment: 0 Special: No units may cross
Reef
Embankment
In the tropical waters of the SW Pacific many of the smaller islands are partially or wholly
An abrupt rise in the ground, sufficient to provide good cover. While all units can cross an
surrounded by coral reefs that come up almost to water level. Landing craft (and other
embankment, there is an additional cost due to the steep slope.
units that use boat-type movement) cannot cross a reef hexside, though fully-tracked
TEM: 0.8 Concealment: +2 amphibians and DD-tanks can.
TEM: – Concealment: 0 Special: Boats/LC may not cross
Escarpment
Heavy Bridge
Similar to a cliff, but with less-steep and very eroded slopes. Vehicles may not cross an
escarpment hexside unless moving along a road. This full hex or hexside feature represents a bridge that is sturdy enough to carry all types
TEM: – Concealment: 0 Special: Vehicles cannot cross. of traffic, including heavy tanks. A full-hex bridge has a stacking limit of 12 SP.
TEM: – Concealment: 0
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How to Play - Terrain Types of Rising Sun concealment values & fog of war - Playing a Scenario
This hexside-only bridge is strong enough for trucks and light tanks, but not sturdy A pontoon bridge can be light, medium or heavy, depending on the strength set for it in
enough for medium or heavy tanks to safely cross. the scenario editor. The capacity of a “heavy pontoon bridge” is the same as the capacity
TEM: – Concealment: 0 of a “heavy (non-pontoon) bridge”, etc. A pontoon bridge has a stacking limit of 12 SP.
TEM: – Concealment: 0
Light Bridge
This hexside-only bridge represents a small bridge that only the lightest vehicles can cross.
TEM: – Concealment: 0
The “modified range” is based on the hexside terrain (if any) being viewed “through”
A shallow place in a minor river or stream. (i.e., if the line of sight from the viewing unit crosses a hexside terrain type as it enters the
TEM: – Concealment: 0 hex of the unit being viewed). The hexside “range modifier”, if any, is added to the range (in
effect increasing the range to the unit being viewed). The number determined by the for-
mula is then “bounded” by 0 and 8 (in other words, it cannot be lower than “0” or
72 TalonSoft’s rising sun TalonSoft’s rising sun 73
playing a scenario - leaders japanese special rules - playing a scenario
greater than “8”). The program then generates a random number from 0 to 9 (inclusive); if Each time a hex containing a Leader is attacked there is a 2% chance he will
that random number is ≤ the final number from the formula the affected unit becomes become a casualty (Exception: If the Leader is the only unit in the hex the casu-
spotted (i.e., visible on the game map). alty chance is 10%; see also Leader Vulnerability in the Japanese Special Rules,
When a unit moves or fires it is always revealed if it is in LOS of at least one enemy below.). A Leader cannot be singled out as the target of an attack unless he is
unit (Exception: Japanese unit using cave movement; see page 76). In order to become the only occupant of a hex. Therefore, it is advisable to keep your Leaders stacked
unspotted, a unit must regain its concealment status by beginning its friendly Player Turn with friendly unit(s) of his command.
out of the line of sight of all enemy units. Motorized Leader Exception: Even though a motorized leader uses
“wheeled” movement type, the program allows this unit (unlike other wheeled
units) to enter rubble hexes and cross reef hexsides. In this way, a motorized
leader can better “keep up” with half- and fully-tracked units better.
Leaders
A Leader can perform several crucial functions. Not all organizations will have a
Leader present on the map; consider any Leader that is present to be a “special”
personality. To locate the units subordinate to a Leader (i.e., under his command),
select that Leader and press the “Highlight Organization” Tool Bar button; all units subor-
dinate to him will be highlighted.
The higher the Command and Leadership Ratings of a Leader, the more valu-
able that Leader is. These values are displayed in the Leader’s Info Box when he Japanese Special Rules
is selected. Japanese units have several special capabilities in the Rising Sun game system, not least
among them the ability to utilize caves and to conduct a Banzai Attack. The following spe-
A Leader in the same hex as a firing unit that is subordinate to him will auto- cial rules apply only to Japanese units.
matically modify the Attack Strength of that attacking unit equal to his Command
Rating (listed in the Leader’s Info Box), provided the Leader has AP greater than Leader Vulnerability
or equal to the Fire Cost of the firing unit. A Leader used thusly to “direct” fire The raw courage and blind obedience of the Japanese soldier is seldom debated; the
automatically expends AP equal to the AP spent by the firing unit. Only the typical Japanese officer was, if anything, even braver, and was rarely one to “lead from the
Leader with the highest command rating participating in an assault modifies his rear”. Like the samurai warrior of old, each Japanese officer was equipped with a sword,
side by his Command Rating. frequently a family heirloom, and brandishing this blade he would direct his troops. Allied
A Leader will modify the morale of each unit under his command (i.e., subor- soldiers were quick to pick up on this, and Japanese officers with their swords soon
dinate to him) that occupies his hex. This will be noted by the unit’s morale being became marked men. For this reason, a Japanese leader is twice as likely to become a
red in the Info Box. The morale of the unit will be equal to the morale of the casualty than a leader of another nationality (thus, 4% chance if stacked with a friendly unit,
Leader if the Leader’s morale is higher than the unit’s. If the Leader’s morale or 20% chance if alone in a hex).
value is less than or equal to the unit’s, the unit’s morale is increased by one.
Since a Leader modifies the morale of each unit under his command in his hex, Bicycle Capable
the chance of a such a unit regaining morale or losing Disruption is increased, as Unlike most nationalities which had specialized bicycle infantry units, all Japanese rifle,
these are based on passing morale checks. engineer, MG and ATR units are capable of riding bicycles.
fatigued for the duration of the current Game Turn and all of the next Game Turn).
Banzai Attack Morale Check: To be able to initiate a Banzai Attack, the Japanese
leader must be non-fatigued and currently have at least 20 AP. He must then pass “morale
check” (which occurs automatically when you press the B key). A maximum of one Ban-
zai Attack morale check may be attempted per leader per turn. If successful, all eligible
units belonging to that leader’s organization within a radius equal to his command rating
will become highlighted, and thus available to conduct a Banzai Attack. (see below for eligi-
ble & ineligible units). You can then move, attack and assault with the units normally (i.e.,
there is no need to press or hold down the Alt or any other key as this is not an “organi-
zational” move). If a Banzai Attack morale check is successful, a message stating “BANZAI!
Morale check successful!” is displayed; if unsuccessful, a message in the Status Bar will
report “Leader fails morale check”.
Eligible Units: The following units are eligible to conduct a Banzai Attack:
• Must be Japanese
Caves • Must be capable of using “foot” type movement
A cave is a fortification—not a terrain—type. A Cave fortification can be occupied • Must have an Assault Value > 0 (Exception: leader)
and entered during play only by Japanese units that use foot movement; i.e., a • Any leader type (i.e., foot or motorized)
non-Japanese unit, or a Japanese unit that does not use foot movement, can enter Ineligible Units: The following units are ineligible to conduct a Banzai Attack:
a location containing a cave, but it will not gain any benefit from the Cave, since such a unit • Disrupted
is never considered to be in the Cave. • Fatigued
A Japanese unit in a Cave receives a substantial reduction in incoming enemy firepow- • Any unit currently with less than 20 AP
er. Indirect fire vs. a Cave hex has no effect on the Cave’s occupants (Exception: smoke • Any unit that is currently a rider or passenger
effects). A unit in a Cave is immune to “retreat” combat results; it instead takes an addi- • Fixed units
tional SP loss. • Any unit capable of conducting an Indirect Fire attack
Caves that are set up within three hexes of each other can be used for hidden move- Special Effects & Penalties of a Banzai Attack: The following special conditions
ment. A Japanese unit in a Cave can be moved instantly to another Cave within three apply to units conducting a Banzai Attack:
hexes of the Cave it starts in at a cost of 100 APs (thus, a unit must have 100 AP in order Assault Value Increase: The Assault Value of a unit conducting a Banzai Attack is
to use a Cave’s hidden movement benefit). To move a unit in a Cave to another Cave tripled (Note: After being halved for fatigue the Assault Value is then tripled for Ban-
within three hexes, select the eligible unit and right-click on the destination Cave hex while zai Attack).
the program is in Move mode. The unit remains hidden from the Allied side when it Terrain Cost of Assaulted hex Nullified: The AP cost to enter the defender’s
moves, as do the Caves entered/exited. terrain in order to assault is 0 (but the 20 AP to assault is still assessed).
A Cave remains hidden from the Allied (but never from Axis) side until an Allied unit Automatic Fatigue: Each unit conducting a Banzai Attack is automatically fatigued
enters the Cave hex or a Japanese unit in the Cave fires while in the line of sight of an (it is considered to be using “double time” movement).
enemy unit. See pages 56-57 for more information on other types of fortifications. Retreat Results Ignored: A “retreat” result against a unit conducting a Banzai
Banzai Attack Attack is ignored; the unit instead takes an additional SP loss.
Mention warfare in the South Pacific during WWII, and the first thing that comes to Terrain Morale Effects Nullified: Terrain effects on morale (both negative and
mind may well be a throng of wildly charging Japanese soldiers led by a sword-waving positive) are not applicable vs. units conducting a Banzai Attack.
leader, all shouting “Banzai!”. In Rising Sun, Japanese infantry units (and any Japanese leader Terrain Effects Modifier (TEM) Change: A unit conducting a Banzai Attack has
type) are allowed, under certain circumstances, to conduct a Banzai Attack. the TEM of the hex it occupies increased by “.1” when attacked; e.g., a “.8” modifier
To Initiate a Banzai Attack: Select a Japanese leader and press the B hot key. The would become .9, and a .9 TEM would become 1.0 (this in effect lessens the protec-
selected leader immediately performs a Banzai Attack morale check. Other Japanese units tion of the location to simulate the fact that the attacking units are not using the
that are allowed to Banzai Attack with that leader automatically become highlighted (to cover of the terrain). This lessened TEM is in effect during the Japanese Player Turn in
toggle off the units highlighted for Banzai Attack, simply highlight another unit type by select- which Banzai Attacking unit is moving as well as the following Allied Player Turn.
ing Highlight from the Display pop-down menu). The Banzai Attack bonuses and penalties Hint: For a small basic introduction to the Banzai Attack rules, try the Bootcamp4 scenario and refer to
last for the duration of the current AxisPlayerTurn in which the Banzai attack is initiated and the copy for that scenario in the Bootcamp.doc file.
during the following Allied Player Turn (Exception: all units that used Banzai Attack remain
76 TalonSoft’s rising sun TalonSoft’s rising sun 77
playing a scenario - hq and supply hq and supply - playing a scenario
ammo level; hot key U). When checking to maintain supply using the base ammo level, a
“percentile” (0-99) die roll is made and compared to that side’s ammo level. A die roll
equal to or less than this ammo level means that the unit maintains supply. If the die roll is
greater than the ammo level, that unit will be Low on Supply for the current Game Turn.
HQs: An HQ can only provide supply to units under its command “umbrella”. In addi-
tion, an HQ is never able to provide supply on any turn following a Player Turn in which it
changed its location (this simulates the HQ having to set up and re-establish communica-
tions). Besides that, each HQ (exception: Army) makes a supply check at the beginning of
each friendly Player Turn. Like a normal combat unit, the HQ first checks supply based on
the distance from its “parent” HQ, however, if that supply check fails it then checks using
the base ammo level listed for for its side.
Indirect Fire units: Maintaining supply differs for Indirect Fire units (whether off-board
or not) in that they check supply only against their side’s base ammo level (as described
above). If the battery fails to maintain supply it will be unable to fire during the current
turn.
HQ and Supply Regaining Supply: At the start of each friendly Player Turn, a supply check is made for
each non-Isolated friendly unit that is currently Low on Supply. The procedure is the same
At the start of each friendly Player Turn, a supply check is made for each as for maintaining supply, except that the base ammo level is not used (i.e., supply can be
friendly unit that fired in the preceding Game Turn. This check is made to main- regained only via a friendly HQ as described above).There is only one exception: Indirect
tain supply if the unit is not currently low on supply. If the unit is currently low Fire units check to regain supply only using their side’s base ammo level. If there is no “high-
on supply this check is an attempt to regain supply. er level” HQ on the map for a unit it will be unable to regain supply.
Maintaining Supply: A unit attempting to maintain supply does so through its “parent”
HQ. If a platoon’s “parent” (e.g., battalion) HQ is not on the map, the program will search Effects of being Low on Supply: A combat unit that attacks using Direct Fire
the map for other HQ commanding that unit; e.g., the unit’s regimental or divisional HQ. will only attack a number of times equal to its Strength Points divided by two,
The program measures the range that the unit is from its parent HQ, and uses this range fractions rounded up (keep in mind that such a unit is normally allowed a num-
to determine a base probability. It then makes a percentile die roll and supply is maintained ber of attacks equal to the number of Strength Points it has). A Low-on-Supply
if that die roll is less than or equal to that base probability. Basically, the closer the unit is to artillery (indirect fire) unit cannot attack (this actually represents that battery not
its HQ the better its chance of maintaining supply. (If in the same hex as its HQ—and that receiving proper fire orders, or a breakdown in communications, or its being
HQ is “in supply”—supply will be maintained automatically.) If the unit’s “parent” HQ is used to support other units in a nearby battle). A Low-on-Supply HQ is unable
not currently on the map, it uses that HQ’s “parent” HQ instead. to provide supply to other units under its command. Note that units are never
out of supply, a unit that is Low on Supply can still attack, albeit at reduced effec-
To check the supply range of an HQ, select it and press the W hot key. Any unit in a tiveness (Exception: Indirect Fire units and HQ report as “unavailable”). Any
shaded hex has less than 50% chance of maintaining supply through the selected HQ. As Low-on-Supply unit that assaults does so at 3/4 effectiveness.
a unit’s range from its HQ increases, the chance of it maintaining supply decreases, but
never drops to zero due to range alone. At the ranges listed below, a unit has a 50% A unit that is Low on Supply is indicated by a “hollow” bullet icon near the
chance of maintaining supply via its HQ. top of the icon bar along the left side of the Info List. To highlight all friendly
units that are Low on Supply, from the “Display” pop-down menu select
HQ Type Range in Hexes “Highlight” then “Units/HQ Low on Supply”. All affected units will be high-
Army unlimited lighted. Depending on the map size, you may want to zoom out to locate all the
affected units.
Corps HQ: 90
Division HQ: 30 Design Note: A unit that is “Low on Supply” actually represents a unit that is
Brigade HQ: 15 having to conserve its ammo—sometimes because communications have broken
Regiment HQ: 15 down (perhaps a non-artillery that has “strayed too far” from its HQ?) and the
Battalion HQ: 8 unit is unsure of its current status or even its own whereabouts. Perhaps the
If a unit fails to maintain supply via its HQ, the program then checks for supply again, but unit is simply confused due to the stress of battle, or actually is hard-pressed
this time using the friendly side’s base ammo level (turn on the Unit List to display the base and the order has been issued to “make every bullet” count.
Optional Rules
Some Optional Rules are available to add variety to game play. Once the game begins,
the player can select the rules at the A/I selection screen. Once a scenario has begun the
Optional Rules in effect for that scenario can not be changed.
Indirect Fire by the Map allows you to target Indirect Fire on hexes that are not in
the Line of Sight of units on your side. Such fire is likely to drift into another hex. Drifting
can be up to two hexes from the originally plotted hex.
Extreme Fog Of War further modifies the Fog of War effects. Names of enemy
units are hidden. The unit’s Strength is also hidden, unless the unit is in “open” terrain. Fur-
thermore, assault odds will be unavailable.
Command Control: Under this rule, the HQ supply “ranges” are varied depending
Victory Conditions on the year and the nationality. Each nationality has a built in modifier that modifies the
The objectives’ values, when added to the casualties inflicted in the scenario, deter- base “50% range” of each HQ. For example: In 1943 each U.K./Commonwealth HQ has a
mine the level of victory for each army. (Exception: Victory in a Dynamic Campaign Game sce- 110% (1.1) modifier that is applied to modify the base range of each HQ (as seen in Rising
nario is determined differently.) Sun’s Pdata.hlp file). Thus, a battalion HQ, that normally has a 50% range of “8”, has that
The overall victory conditions apply only to the First Side; i.e., the side that moves first multiplied by 1.10, thus resulting in a new “50% range” value of “9”. In addition to the
in each Game Turn. The First Side has its objective points added to enemy point losses above modifier (depending on year and nationality), any HQ that is stacked in the same
(i.e., casualty VP) then subtracts the point loss for friendly casualty VP, to determine the hex with the leader associated with that HQ, has its base “50% range” increased by that
total number of VPs. To check the current level of victory in a non-campaign game sce- leader’s Leadership#. For instance, a divisional-level leader only increases the range of his
nario, select “Victory” from the Status pop-down menu. division’s HQ, not the regimental and/or battalion HQ of his division.
A scenario does not end when one side achieves a Major Victory (or Major Defeat);
the level of victory may change during the course of play as casualties occur and Objec-
tives change hands. Only the level that exists at the end of the scenario applies for deter-
mining the winner.
Any of five levels of “victory” are possible for the First Side:
A Major Defeat is declared if the point total is less than or equal to the total listed for
“Major Defeat” in the Victory Dialog.
A Minor Defeat is declared if the point total is greater than the total listed for “Major
Defeat”, but is less than or equal to the total listed for “Minor Defeat” in the Victory
Dialog.
A Draw is declared if the point total is greater than the total listed for “Minor Defeat”,
but is also less than the total listed for “Minor Victory” in the Victory Dialog.
A Minor Victory is declared if the point total is greater than or equal to the total listed
for “Minor Victory”, but is less than the total listed for “Major Victory” in the Victory
Dialog.
A Major Victory is declared if the point total is greater than or equal to the total listed
for “Major Victory”in the Victory Dialog.
82 TalonSoft’s rising sun TalonSoft’s rising sun 83
playing a scenario - optional rules Campaign Games
Command Post: If the Optional Rule for “Command Control” is enabled, a compa-
ny-level “Command Post” (CP) is deemed to be inherently present with the first platoon
of each company. If the first platoon is eliminated, the benefits of the CP are lost (it would
be unrealistic to have the CP duties passed on in the time frame of a typical scenario). A
CP unit is denoted by a radio icon displayed in the icon area along the left side of the Info
Box. In addition, all friendly CP units are highlighted when you select Highlight HQ.
Units that operate beyond their company CP range (or if their CP is not present on
the map) are subject to the following penalties:
a) Less chance of Morale recovery (-1)
b) Less chance of Disruption recovery (-1)
A CP has an effective range (radius) which is about half the range of that side’s battal-
ion HQ. A CP’s range is highlighted if it’s selected when the W hot key is pressed.
Note: The radius highlighted by the W hot key is the limit of company CP control
while for battalions it is the 50% chance of re-supply. This in effect means that units slightly
beyond the battalion HQ radius can still be re-supplied, but at a rate slightly less than 50%.
However, units outside the Company CP radius suffer the penalty as described above.
Armor Facing Effects only applies to Direct Fire vs. armored (i.e., “Hard”) targets.
When this Optional Rule is in effect, the Defense Strength used when resolving Direct V. Campaign Games
Fire is based on the facing of the defender relative to the firing unit (the basic Defense Rising Sun features two types of campaign games: Dynamic Campaign Games and
Strength is still used when resolving assaults). These values can be found in the Unit Data Linked Campaign Games. All campaign games are listed on the “New Campaign” screen.
charts in the Appendix of this Players Guide, or by pressing the F4 hot key during the
Note that Linked Campaign Games are always listed following the list of Dynamic Cam-
game (displays the Miscellaneous (Platoon) Data File). See the diagram below; note that paign Games. Note also that the introduction (historical) copy about each campaign game
“shot angles” with shaded labels lie directly along a hex “spine” of the targeted hex. identifies whether it is a Linked or Dynamic campaign game.
Front The Dynamic Campaign Game (DCG) features a series of linked, albeit random-
ly-generated, scenarios (aka Missions) that follow an historical path. In a DCG you are
freer to choose the side you want to play, as well as the organization type and command
Front
level. Too, “you” are represented on the map as an individual leader; if that leader is elimi-
Side nated the DCG will end somewhat “prematurely”. Take care of yourself!
In a Linked Campaign Game (LCG) the side you play and the organization you
control is predetermined. You command that organization, and all of its inherent units,
Side through a series of exciting, historically linked pre-designed scenarios. Your level of victory
Rear Rear in each scenario will determine the scenario you play next in that LCG. Your success in
the LCG will determine how many scenarios you play, as well as what scenarios you play.
Design Note: The standard (i.e. non-optional) defense value of an armored unit represents an
overall rating based on the vehicles’ size (height in particular), armor thickness, close-defense As you play either type of campaign game, your “progress” (current position) is
weaponry, and the assumption that not all of the vehicles may be facing in the same direction, reported to you before each scenario as a red dot on a map specially designed for each
especially in a defensive stance. campaign game.
The Armor Facing Effects Optional Rule gives individual front, side and rear defense values for There are a variety of each type of campaign games to choose from, each of different
each armored unit. These values are based on the standard defense values and hard attack fac- length and at differing periods of time during World War II. To start a new (or to resume
tors, weighted by the actual armor thicknesses of the vehicles themselves. Hence they do not
an existing) campaign game of either type, select Play Campaign from the Main Menu
represent armor thicknesses per se, but rather the influence of individual armor thicknesses in con-
junction with the game’s existing values. screen.
The following chart helps to explain some of the other differences between a "Linked"
and a “Dynamic” campaign game:
Press the OK button once you are satisfied with your selections. Restore Character: This button can be used to “restore” (bring “back to life”) a
Dynamic Campaign Game character that was eliminated in a previous scenario.
When first beginning a DCG (only), you will be presented with a number of windows
that are used to define the precise organization you will command in the upcoming cam- Review Command: Press this button to display your current Order of Battle
paign. Highlight the desired organization type and press the OK button. Continue this (OOB), including the current strength of each unit, as well as its accumulated Expe-
procedure until the program no longer prompts you for a selection. If a certain organiza- rience Points.
tion type did not historically exist in your chosen side’s army at the current date, you will Campaign History: Once you have at least one campaign mission “under your
see a message stating “No Lower Level Org Available”, in which case you should select a belt”, this display lists a brief summary of each completed mission, including the
different organization type. mission’s date and location, and your victory level.
When a DCG’s organization selection process is complete, the program will take a
few moments to generate your character’s “core” OOB (organization of battle). As soon
as this is complete, you will be presented with your character’s Character Screen.
Note: You cannot “save” the game in the Campaign Setup Mode. If you exit the game Replacements
during Campaign Setup Mode and then re-enter later, the game will begin the first turn. Your command will occasionally receive “replacements” in the form of Strength
To adjust the initial placement of a Block, Improved Position, Trench, Bunker or Pillbox Points. In a DCG replacements will arrive, at most, once per week; in an LCG you might
fortification, left-click in the hex with the fortification, hold the Ctrl key down and right- can potentially receive replacements before each CG scenario. Replacement SP can be
click in the location you want to move it to. Minefields cannot be adjusted. assigned to any platoon of your “core” OOB which is currently not at full strength.
The Replacements Dialog lists only units of your “core” OOB which are currently not
Note: If you move a fortification to a location that none of your units currently have a at full strength; i.e., not all units of your “core” OOB are listed. Each line in the replace-
line of sight to, it will be placed there but will not be visible until a friendly unit has a line of ments dialog lists one understrength unit, followed by its current strength, its maximum
sight to it. strength, and it current morale. Note that as replacement SPs are added to a platoon the
The Campaign Mission “morale” of the platoon decreases. This simulates the absorption of “new”, less-experi-
enced troops by your more-veteran core units. The number of replacement SPs available
Experience Points: During a campaign game mission your units gain “Experience are listed at the bottom. To assign a replacement SP to a unit, you must highlight the
Points” based on “kills” of enemy units and your character’s overall performance in the desired unit, then click on the “up arrow”. Each click on this arrow will assign one replace-
mission. If a combat unit accumulates enough Experience Points its morale will increase. ment SP to the highlighted unit.
When this morale increase occurs, the unit’s accumulated Experience Points are reduced
by the amount of Experience Points necessary to reach its current level.
Character Promotion (DCG only): As your DCG character gains experience points
he might receive a rank promotion. Experience also affects if and when your DCG char-
acter is offered the command of a larger organization—an “organization promotion”—
which can be declined if you wish to have your character continue at his current “com-
mand level”. Note that electing to decline an “organization promotion” will not have effect
on victory or your character’s progression in the DCG. Normally an “org promotion” will
award your character the next higher command level; e.g., if he’s currently a battalion
leader, he’ll move up to regimental command. However, in some rare instances there will
not be a regimental formation for him to assume command of, and he will instead be
awarded the command of a division.
Winning: Victory in a DCG mission is based largely upon a ratio of enemy kills to friend-
ly casualties, as well as objectives controlled and units exited (as applicable), but there are In a DCG, the number of replacement SPs you receive, and when they are received, is
other factors that enter into the calculation as well, whereas victory in an LCG mission is based on the size of the “core” organization, the sector you are playing in (different sec-
determined in much the same manner as victory in a regular, “set piece” scenario. tors receive replacements at different rates), and the current date.
Aside from a different method in which victory is calculated for a DCG mission, play-
Equipment Upgrades (DCG only)
ing any type of campaign scenario is identical to playing a regular “set piece” scenario.
At certain points in some DCGs your character’s OOB may be subject to being
Exception: The “Save As” function is disabled when playing a campaign game, and the “upgraded” with new equipment. For instance, obsolete tanks may be replaced by newer
game saves automatically whenever you exit. You do not need to save. models that have just arrived at the front, or a mortar platoon may “trade in” its 81mm
mortars for 120mm versions. Sometimes the upgrade may be relatively “hidden”, such as
when the “hard attack” factors of your infantry platoons increase to simulate their receiv-
ing new and better types of light anti-tank weapons. Occasionally, the upgrading process
may even “downsize” your command (for instance, if your character is a regimental leader
you may find he now commands two battalions instead of three). Note that you will not
always (and probably only rarely) get upgraded with new equipment at the very first date
it is available. It may be a few months before the new stuff works its way down the supply
pipeline to your front-line unit.
The upgrading process happens automatically; you will only see a message mentioning
that upgrading has occurred. To inspect the new units/equipment, open your character’s
OOB (by pressing the Review Command button in the Character Screen or, if playing a
mission, by selecting Find Org... from the Display pop-down menu).
Next you may wish to adjust your map’s elevations (hills, gullies, etc.). To change a hex’s
elevation select the appropriate number from the Elevation pop-down menu. You can
then left-click in a hex to change the base level of that terrain to the selected level. See
also “Cluster Fill” and “Rectangular Fill” on page 96.
Note: A vehicle (only) is not allowed to cross a hexside if the elevation “delta” of that hexside is
>50m (regardless of the number of elevation level changes along that hexside). This applies
regardless of the presence of roads.
Important: It is important that all elevation “breaks” (the elevation changes between adjacent
hexes) be limited to a maximum of three (though most breaks should still only be a height of one),
as the 3D map hexside graphics do not support elevation changes of four or more.
TIP #2
BASE ELEVATION & DELTA: The map editor's default values for these are "0" (sea level!)
and "25" respectively. Most likely you will need to change these.
Cluster Fill: Hold down the SHIFT key when left-clicking a “full hex” terrain
type on the map to fill in the clicked-on hex, as well as the six adjacent hexes.
This does a 7-hex “cluster” fill.
Rectangular Fill: Hold down the Ctrl key after selecting the upper/left corner,
then, while continuing to depress the Ctrl key, click on the lower/right hex to have
the selected terrain type fill in.
After using either “fill” feature, you may want to “touch” them up so they do not look
like they are placed on the map in a pattern. Adding or removing some terrain hexes to
the outer edges will make the terrain “fill” look more natural.
Bridges: If you wish to create a bridge across one or more full hexes of water, simply cre-
ate a road (paved, unpaved, RR or path) in a “straight line” (i.e., without curving) across
that water hex and the program will automatically create a “full hex” heavy bridge. Roads
placed across water should not “turn” or the program will not place a bridge.
Note: Full-hex bridges can be damaged, and pontoon bridges can be placed, in the Scenario Editor.
Saving the Map File
From the “File” pop-down menu, select Save. When the Save As window appears,
type in a name for your map. Your map file will be saved in the Rising Sun directory with
the extension .map.
Once you have completed and saved your map you can leave the map editor by
The Order of Battle (OOB) Editor
selecting Exit from the File pop-down menu. Besides needing a map, each scenario also requires an “org” (short for “organization”)
file. It is this file that the various and sundry company, battalion, division and corps organi-
Note: It is a good idea for you to save your map file, your order of battle file, and, eventually, your
zations are “written” to—organizations that contain the actual combat units that move
scenario file, all with the same name. The computer will automatically add the proper extension. For around and fight on the map. The Rising Sun Order of Battle (OOB) Editor allows you to
example, if you are creating a Tulagi scenario, save your map as Tulagi.map, your order of battle as pick from a very wide variety of historically accurate military organizations.
Tulagi.org and your scenario file as Tulagi.scn.
From the Main Menu, press the Edit Order of Battle button to launch the OOB
editor. It is a good idea for you to have some familiarity with the organizations that you
wish to include in your scenario. Once you locate them in the OOB editor, you can cre-
ate an OOB using those “org” (organization) types.
The first step in setting up your OOB is to set the date. Usually, this date should be
the same as your scenario’s date. Set the date (month and year) with the pop-down
boxes on the OOB editor’s Tool Bar.
Note: For accuracy in your scenarios, the date is very important. Setting the proper date ensures
that only units that were available at that period of the war are available in your scenario.
TIP #3
MINIMUM ORG SIZE: It probably cannot be emphasized enough that the minimum organi-
OOB Editor Tool Bar zation in your scenario’s Order of Battle should be a battalion (as this is the lowest-level unit
The OOB Editor’s Tool Bar is located near the top of the OOB Editor’s Interface (see that contains an “inherent” HQ). If you “import” lone platoons or companies into a side’s
illustration below), and provides tools useful in moving selected “orgs” and units from one OOB, be sure you then put them “inside” a battalion or higher-level org that has an HQ. In
other words, don’t simply import a lot of platoons or companies without adding them “into”
place to another. If you position the cursor over a Tool Bar button a brief description of
(i.e., putting them inside an org “folder” that has....) an org with an HQ.
that button’s function will be displayed after a moment. For more information on these
Example: Determine the “size” of the encounter you want to depict, and find the battalion or higher-
buttons consult the OOB Editor’s on-line Help file, and see pages 99-100 of this manual.
level orgs (from within the list of organizations) that best match the type of units involved. As necessary,
supplement that org with specialized platoons and/or companies, but be sure to put those companies
“inside” that org.
TIP #4
DON'T FORGET LEADERS: It is your responsibility to add leaders to your OOB; the org
editor will not do this for you. Adding more (and better) leaders to one side or the other is a
good way to help balance a scenario, and also to help simulate a side’s “resourcefulness”.
For example, in a Japanese vs. British scenario, the Japanese should usually have better leaders in the
early part of the war (1941-42); the British should still have some, but usually not as good, and probably
not as many (man for man) as the Japanese ones. However, if your scenario is a “late war” (e.g., 1944-
45) scenario, the British leaders should be better than, and perhaps more plentiful, than the Japanese
leaders (by then the Japanese cadre of seasoned leaders had been severely diminished, and the British
experience level was rising).
The A/I values determine the aggressiveness of a side when it is played under the
control of the computer. These values range from 100 (most aggressive) to 0 (least
aggressive). It is recommended that the army you wish to “attack” be set from
about 60 to 100 (100 would be an “all out” attack). The side you want to defend
should have a lower A/I setting, perhaps 10 to 40. To find the best A/I level for your
scenario you will probably have to experiment with different settings.
The Mission Type dialog can be used to select a “type” of scenario. This will only
affect how the A/I will perform if one side or the other is A/I-controlled. Keep in
mind, however, that the A/I is influenced by many factors—not just Mission Type
selection. Merely specifying the mission will not insure a brilliant A/I. For instance,
the number and placement of Objectives map has a big influence on where and
how the A/I decides to attack.
The Night Scenario box, if checked, invoke Night rules for the scenario.
The Starshells dialog boxes are used to allot Starshells to each side (as desired) for a
Night scenario.
NOTE: The Air value displays the number of Air Attacks available to a side during the
scenario. This section is “greyed out” as Air Attacks are now set by selecting “Air-
planes…” from the “Scenario” pop-down menu. The dialog that appears lists all Air
In the scenario’s Header Dialog you define the following: Attacks available, grouped according to nationality.
The Title of the scenario is what will be displayed in the Scenarios screen where the
scenario to be played is selected. The default title is “Rising Sun”.
The Visibility value determines the maximum distance in hexes that can be seen TIP #5
AMMO: Don’t forget to consider the ammo levels. In general, you will probably want a value
during the scenario. During a Night Scenario this will be the greatest distance that between 70 and 85 (anything less than 70 should probably only be used for a side if it is disor-
a Gunflash or Illuminated hex can be fired at. The default value is “20”. The value ganized, cut-off and/or short on supplies; anything higher than 85 should be used only to repre-
input here determines the “weather” (see weather chart on page 39). sent a side that is especially well-supplied).
The Length value is the number of Game Turns you want the scenario to run. The
default Game Turn length is “10”.
The First Side (generally, the attacker) determines which side moves first in each TIP #6
Game Turn. VICTORY LEVELS: Don’t forget to put in four different values in each the victory levels
boxes of the “Header Dialog” (the default values of “0” just won't do!). Obviously, you will have
The Air value determines the number of Air Attacks available to a side during the to weigh the amount and value of the objectives that your scenario has and which objectives
scenario. you expect the First Side (usually the “attacker”) to capture in order to achieve a minor and
The Ammo value is used to determine the percent chance that a unit will be resup- major victory. You also need to consider acceptable casualty levels for the attacker, as well as if
plied if not otherwise resupplied by its HQ; see pages 78-79. The default value for you intend for your scenario to always be played as the human controlling a certain side vs. the
ammo is “80”. computer (as opposed to balancing it solely for “two player” play). Getting good victory levels
will be important for your scenario to be properly balanced, and is easily one of the hardest
The Smoke value determines the number of times smoke can be fired by a side.
things to get “just right”.
The values for Major Defeat, Minor Defeat, Minor Victory, and Major Victory
determine the victory levels of the scenario. The main program calculates Victory
Points (VP) for a battle based on objectives controlled and losses incurred by both TIP #7
sides. If the VPs for the First Side fall below the Major Defeat value, then the First A/I VALUES: Easily the most commonly overlooked dialog, and quite important for proper
Side receives a Major Defeat for that battle. If the VPs fall between Major Defeat A/I behavior. These values are set in the scenario “Header” dialog. The “A/I” values for the
and Minor Defeat, then the First Side receives a Minor Defeat. If the VPs fall “attacking” side should be set from about 60 to 90, in general. The higher the value, the more
between Minor Defeat and Minor Victory, then that battle results in a draw. If the aggressive and “all out” the attack will be. If a scenario has a clear-cut defending side its A/I value
VPs fall between Minor Victory and Major Victory, then the First Side receives a should probably be set from about 0 to 40. A “0” would represent a “die where you
Minor Victory. If the VPs are greater than Major Victory, then the First Side receives stand”defense. Experiment with different values and watch how the units move and react.
a Major Victory for that battle. See also pages 80-82 for more on victory levels and
how a scenario is won.
102 TalonSoft’s rising sun TalonSoft’s rising sun 103
The Scenario Editor The Scenario Editor
Placing Reinforcements
If you wish to have some units enter as reinforcements during the scenario, you must
place them in the hex you wish them to enter (which should be along the edge of the
map). Once the units are placed, select the unit(s) by double clicking on it, then select
Add Reinforcements from the “Settings” pop-down menu. The Reinforcement Dialog
will then appear in which you can set the Game Turn number of the unit’s arrival and the
percent chance that the unit will arrive at that time.
select Add Release from the “Settings” pop-down menu. This will open the Add Release
dialog. Using this dialog, you can select the individual unit or organization, and set the
Game Turn of its release. Highlight the unit or org you want to release in the Add Release
Dialog, then input which Game Turn it will be released, as well as the percent probability
that they will be released at that time. You can check or delete a release you have set using
View/Delete Releases from the Settings pop-down menu.
4. The Host, when prompted for the type of Direct Play connection, should choose Inter- top half (listing all Allied players) and bottom half (listing all Axis players). Note that the
net Connection. “Captain” of each side is always listed in bold at the top of the player list for that side. The
5. The Caller(s) should connect and provide the appropriate IP address when prompted. “host” is always the Captain of his side.
6. At this point, both players will have a Communication Dialog and play will start or con- Along the bottom of this dialog are four buttons. Each of these buttons is used by select-
tinue similar to a standard game. ing (clicking on) a player’s name and then clicking the button. The functions of these but-
tons, and who can use them, follows:
Multi-Player Comm Dialog: When playing a multi-player
game you can prevent the messages that you type in the The Assign button is used to assign an organization to the selected player. Only the
Comm Dialog from being seen by players on the other side Captain of a side may use the Assign button.
by checking the “Send to my side only” box located at the The Deassign button is used to take the command of an organization away from
bottom of the Comm Dialog (check this before you press the selected player. Only the captain of a side may use the Deassign button.
your keyboard’s Enter key to send the message). A message The Promote button is used to assign a new “Captain” to a side. Only the “host”
sent to players of your side only is preceded by an asterisk. may use the Promote button.
To send a “global” message to all players in the game, simply The Switch button is used to change the nationality (side) of a player. Only the
uncheck this box before pressing the Enter key. “host” may use the Promote button.
Multi-Player Timed Game: The Host player in a live multi-player game has the option Scroll to View Enemy Action is “on” by default, but automatically changes to “off” if
to use Set Network Play Timer from the Special pop-down menu to input a time, in there is more than one enemy (opposing) player. You can turn it back “on”, but it will
minutes, that will be used by the program to automatically end each Player Turn. This time revert to “off” if more players join. With this enabled, during a multi-player game (only) the
can be reset at any time, but only by the Host. If the time is reset, a message is displayed computer will scroll the map to display visible enemy actions.
to all other players of the new time that has been set.
Timer Warning Light: When playing a multi-player game using
the timed play option (see above), a colored “light” appears in the Connecting to an Internet Session of RISING SUN
lower right-hand corner of the status bar (just to the left of the Once you have the host’s “IP” address launch Rising Sun. From the Main Menu
hex coordinate numbers). When a green light appears here it’s screen select Play Scenario. When the “Scenario Type” screen appears select
your side’s Player Turn. When the green light changes to yellow it is a warning that your Modem Caller then select Start New Game. When the “Scenarios” screen
side now has less than one minute until the Player Turn ends. When this light is red it is appears select any scenario (we suggest a low-complexity one, like one of the
the other side’s turn. When the red light turns orange, it is simply warning you that the “Bootcamp” scenarios) and press the OK button. The actual scenario selected
enemy now has less than one minute remaining to finish their turn. when initially launching the program does not matter, as the host loads the sce-
nario. The host should also inform you if he wants you to enter the game on his
side, or on the other (non-host) side.
When the “Player Dialog” appears type in your name or nickname. Here is also
where you choose to play on the same side as the host or not.
Next you’ll see the “Connection Dialog”. Select “Internet TCP/IP Connection
for Direct Play” then press OK.
Next the “Locate Session” dialog appears. This is where you type in the IP
address of the host. Then press OK and the program will try to connect to that
IP address. This usually happens flawlessly, but, if not, keep trying a few times. If you
get a “no valid sessions” message, perhaps the host got knocked off-line and had to
establish a new IP address by re-logging on. Perhaps check your e-mail or Internet
chat again for a new IP address.
If you’re playing a multi-player game, you’ll want to open the Multi-player dia-
log from the “Special” pop-down menu. Once the game is up, you can chat with
the other players in the “Comm Dialog”. If playing a multi-player game check the
“Send to my side only” before sending the if you want only players of your side to
The Multi-Player Dialog: This dialog can be accessed from the “Special” pop-down see the message.
menu, and is only useful in games with more than two players. The dialog is divided into a
TWO PLAYER HOT SEAT Be sure to end your turn! Not ending your turn, and then sending that file to your
If you have a local opponent who doesn’t have a computer or you want to play on the opponent, is the most common PBEM error.
same computer, you can use the Two-Player Hot-Seat option. Note that Fog of War is
automatically in effect for both sides. To Resume a PBEM Game...
To begin a Hot-Seat game follow the same procedure as beginning a regular scenario, 1. To resume a Play By E-mail game, you must download the file into the Rising Sun directory.
except when you are in the ScenarioType screen choose Two-Player Hot-Seat.
2. Then launch Rising Sun.
Once the scenario begins, the person playing the First Side will be prompted to begin
his turn. When that player has completed his turn, click the Next Turn button. The map 3. Select the Play Scenario option from the Main Menu Screen.
will clear, and the other player will be prompted to begin his turn. Continue in this manner 4. When the Scenario Type screen appears, ensure that the Play-by-E-Mail option is
until the game is completed, or you need to break and save the game. Note: Two-Player selected, then click on the Resume Saved Game button.
Hot-Seat saved game files are saved with the extension .btt. 5. When the Scenarios screen appears, select the file you wish to resume and click OK.
6. After the map and scenario are loaded and you have input your password, you will be
given an option to see a “Replay” of your opponent’s most recent moves/attacks. After
the Replay is finished (or if you choose not to view it), the next phase begins and play
resumes. At the end of local control, a prompt to E-mail the file will appear.
The same procedure is followed to play the remainder of the game, with each player
alternately playing and E-mailing his turns to his opponent.
IMPORTANT NOTE: Never attempt to play a PBEM game unless you are certain
that both players are using exactly the same game version. Your game’s “version” num-
ber can be found by selecting About... from the Help menu. For instance, "version
1.01" and "version 1.01a" are not the same version. When in doubt, come up to the
discussion page and ask the experts.
Getting Started
Veterans of East Front II and West Front can flip forward, and begin at the section enti-
tled “Transport Units—the Amphibians” located on page 123.
To play the tutorial, you will first have to load and run Rising Sun. Once the Main Menu
screen has opened, press the Play Scenario button. This will take you to a “Scenario
Type” menu where you pick the type of game to be played. In this case, you need to leave
the check mark in the “Standard” box, then click on the Start a New Game button.
The “Scenarios” screen contains other information such as Complexity, Date and From time to time, you will see other information displayed in the Command Report.
Number of Game Turns. The default setting for the sort order is “Complexity,” so that What is shown depends on the circumstances prevailing within the game at any given
when you start the game the scenarios will be displayed with the smallest scenarios first. If moment as you are playing it. Items may include releases of fixed units, updates on
you press the button next to these other fields, the scenario list will be re-sorted on this Improved Position construction, HQ’s “Out of Supply,” artillery units not available, units
data. Re-sorting the scenario information takes a moment. So, please be patient. “Low On Ammo,” number of units undisrupted out of the number of units checked and
With Tutorial–Storming Wakde Island units that have been isolated.
selected, click the OK button at the bot- When you have finished reading the “Command Report,” click the X in the top right
tom of the screen. The game will load, and corner of this dialog or press either the <Enter> or <Escape> key on your keyboard to
an “A/I Selection Dialog” will be displayed. make the report disappear.
The Allies will be shown to the left of the Next, a “Turn Progress” box will appear. This dialog tells you which side is about to
dialog, and the Axis to the right. For this move/fire, what turn number it is and how many turns are in this scenario (i.e., “Turn 1 of
tutorial, leave the Allies set to Manual and 25”). Click anywhere on the box (or hit <Enter> or <Escape>) to make it disappear.
select the Computer with FOW for
the Axis (“FOW” stands for “Fog of War”). IMPORTANT: One final note on the conventions used throughout this tutorial.
Under this condition, enemy units that When we say “click” we mean LEFT click with the mouse. Some game functions
have not been spotted by your units may require a RIGHT click, and in those cases the instructions will specifically say right
remain hidden from view, even if they are click. We are, of course, assuming a standard mouse button set-up.
within your “Line of Sight” (LOS) as long as
they haven’t fired.
At the bottom of this dialog in the center is a “Rules” button. Press this button now.
For the tutorial, you should leave all options OFF (no checkmarks). The Indirect Fire
By The Map allows you to target unseen hexes for artillery. Extreme Fog-Of-War
will affect what you will see in terms of Unit Strength and Unit types. The Armor Fac-
ing Effects rule provide different defense strength for hard (armored) targets. The
Command Control optional rule introduces “supply” and command control effects
and generally encourages players to keep platoons of the same company in relatively close
proximity or a penalty will apply.
The effects of the Optional Rules are discussed in detail on page 83-84. Please note
however that you may want to consider not using the Armor Facing Effects optional
rule during a game vs. the computer (i.e., “you against the computer”), as the Artificial
Intelligence (A/I) is not programmed to consider facing effects. Thus, having this rule “on”
would give you a slight edge.
While a game is in progress, you can view the Optional Rules in effect, but you can’t
change the selection. Later, you may decide to change these Optional Rules for other sce-
narios. However, the settings are fixed for a particular battle once a scenario has been
started. Also, once you have defined the Optional Rules you wish to use, these settings
are automatically retained for the next scenario you play. Click on the OK button in the The Lay of the Land—Map Navigation
Optional Rules dialog, and a second OK button in the A/I Selection dialog to proceed. With the scenario loaded, and the initial game info boxes removed, part of the map
Your computer will now load the scenario and a will be displayed in a large scale “3D Normal View.” You will have a Tool Bar along the bot-
map will appear on your screen followed by a tom of the screen, which will be uses to access many game functions.
turn information dialog called the “Command Under the Tool Bar is a Status Bar that displays the Nationality Symbol of the current
Report.” The “Allied Command Report” on player, a bar graphic showing the current turn and total number of turns followed by the
turn 1 of the tutorial will report that “*Rein- number of smoke rounds remaining. Also, in the lower right corner of the Status Bar you
forcements have arrived*” and “6 air strikes will see the map co-ordinates of the currently selected hex. The two numbers represent
remaining”. We’ll come back to the reinforce- the row number and then the hex number in that row. The tutorial will frequently refer
ments later during turn 1, and discuss air strikes to the hex co-ordinates. So, take a moment and click on the map in various locations, and
later in the tutorial. note that the hex location as seen in the lower right corner of the screen will change.
In addition to the toolbar, TalonSoft has also built into the game system an extensive As you cycle through the maps at various scales, you may notice the “Objectives”
list of shortcuts or “Hot Keys” that allow quick access to common game features and a which are seen as yellow ovals. At the start of this scenario, these are all Japanese con-
menu (not visible at this time). For a list of the Hot Keys, consult the back cover of your trolled. Allied controlled objectives would be tan or green depending upon which Allied
Rising Sun Players Guide. While the list may seem long, there is no need to memorize it. nation (UK/Commonwealth or U.S., respectively) holds the objective. If you did not see the
Veteran players of this game system have found many of them useful, and, after a short objectives as you cycled through the various map views, zoom out to “2D Normal” (the 4
time, some of them may become second nature to you. In this tutorial, we will use several key) to cover a wider area, then check that Objectives are selected from the Display
Hot Keys. menu. You can also use the O hot key to toggle the Objectives ON and OFF noting where
they appear. Objectives have different values, and, at the end of the game, will count toward
victory for the First Player. It is best to leave the objectives toggled on while playing.
To illustrate the use of Hot Keys, push the M key on your keyboard. This will make With the map in “2D Normal View,” press and hold the <Shift> key. This displays the
the Menu Bar appear along the top of the screen. If you already had the Menu Bar visible, labels naming various features on the map such as villages, roads and rivers etc. You will
pressing M would make it disappear. Pushing the M key repeatedly simply toggles the find a “Compass Rose” on each 2D map view, usually in one of the corners (see the top
Menu Bar on and off. Most “Hot Keys” function like toggle switches, turning on and off dif- left corner on the tutorial map). This will orientate you to north and the points of the
ferent game functions. As you will usually need to access some menu items from time to compass. It is important to note that the top of the map is not necessarily north. In this
time during the game, it is best to leave the Menu Bar displayed as you play. More informa- scenario it is, in fact, north. As a further aide to assist you in locating where a battle
tion about the menu functions can be found on pages 10-17. Alternatively, general help on occurs, some labels may have been placed along the edge of the map giving you the dis-
menus can be found under the “Help” menu item or by pressing the <F1> function key. tance and direction to other well known islands or places.
Now, let’s look at the various game Map Views. When the game is loaded for the first Return your map to “3D Normal View” by pressing the 1 key. Move your mouse to
time, the default map view is “3D Normal”. This is as close up to the action as you can the top of the map—all the way up—and notice how the map display scrolls. You can
get in Rising Sun. Using the number keys across the top of the keyboard, press the 2, 3, 4, and scroll the map in any direction using this “auto-scroll” technique, simply by moving your
5 keys in sequence to load the “3D Zoom-Out View,” “Extreme 3D Zoom-Out View,” mouse “against the edge” of the screen in any direction. Use your mouse to scroll around
“2D Normal View” and “2D Zoom-Out View” in sequence. You also have the option of the map now. Hold the <Shift> key and scroll around the map until you see the labels.
changing the view from the “Display” menu. Note that map labels are visible in all map view modes.
The first time you load each “Map View,” expect a short delay. Please allow your com- You may note that you can see your own troops, but may not be able to see any
puter a a few moments to load each map view before pressing the next number. Once enemy units. Rising Sun uses a formula to determine whether enemy units that have not
the map view has been loaded into memory, changing the map view should be much fired have been spotted. The net result is that, at the start of this or any other scenario,
faster. Loading each map view at the start should also begin to give you the overall “lay of you may not see the enemy when the game begins. However, you may see game coun-
the land” for your scenario. Press the 1 key to return the map to “3D Normal View.” ters such as Trenches, and Improved Positions (IP’s), and you may assume that the enemy
occupy them, although you don’t know for sure. You may also infer from the location of
Objective hexes where the most likely enemy position will be. Finding the enemy is part
of the fun.
can click anywhere on the “Jump Map” that you wish to move to. This feature is especially Your Units—Not All the Same
useful in scenarios where the map area is very large. In Rising Sun you will find that not all units are created equal. Each unit is normally suit-
Roam your cursor over your units. Notice that as the crosshairs pass over a unit the ed for a particular function. In this particular scenario, most of your starting force begins
icon is highlighted and an “Info Box” is displayed superimposed over the map. The Info the game loaded on transport and positioned in the water hexes. If you are familiar with
Box changes as a new unit is “roamed over” and highlighted. In basic terms, a unit’s Info TalonSoft’s West Front you may have faced similar beach invasion situations. However, look-
Box contains a sketch of the unit, the name of the unit in a label at the top of the box and ing closely you will see many new types of amphibious units here in the Pacific. Further-
several game information factors. more, you will find a few different amphibious situations facing you on this front. Reefs are
If you click on a yellow highlighted unit, the out- among these, and will be discussed a bit later in this tutorial.
line turns green and the nameplate of the unit in In this section we will focus on the units. However, before proceeding any further,
the Info Box turns a brighter color. The unit is click on the Toggle Bases Tool Bar button (to the left of the Jump Map button).
now Selected. To UnSelect the unit, simply click With this button pressed, each friendly icon or visible enemy unit will have a col-
on another hex or even select another unit in a ored base with an appropriate nationality symbol. This makes your units stand out on the
different hex. If the Info Box is not conveniently map background. Selected or highlighted units have more prominent bases. Turning the
positioned on your map, you can move it by bases “on” may appear unnecessary with them being so visible in water or beach hexes.
selecting the unit, then clicking on the Info Box However, if you look around you may see that you have one rifle unit in a hex with palm
and, while holding down the mouse button, dragging the box to a new, more convenient, trees. This unit blends in so well that it would be difficult to see without the bases “on”.
position. Furthermore, as the hidden enemy units begin to show themselves during the course of
Units occupying the same map location (or hex) can be dis- the battle the colored bases will help you to keep track of them all.
played together using the Unit List rather than a single Info Box. Toggle your bases ON and OFF while
Press the U key now to bring up the Unit List along the right looking at the Rifle Platoon in hex
side of the screen. Below the last unit displayed in the list are sev- 11,21. See how you could have missed
eral other pieces of game information. Consult page 25 for fur- it without the base? Leave the unit
ther details on the Unit List. Since there is so much information selected, and we will examine the
displayed in this panel, veteran players usually leave the Unit List available information on this platoon a
on while playing the game. bit more closely.
When the Unit List is on, there are other ways to select
units. You can still click on the 3D Icon on the map as described For more detail on the Info Box consult page 22 of
above. Another method is to click on the unit as it appears in the this Players Guide. For now, you can see the unit’s
Unit List. When selecting or unselecting a unit, do not click on the name is listed on a “nameplate” at the top of the
numbers shown in the value polygons that are outlined in color in Info Box. The unit’s Strength is the value seen at the
the unit box. Clicking in these areas controls other features. 12 o’clock position in a polygon outlined in green.
Yet another method of selecting units is to double click on In this case, it is 3. Each Strength Point (SP) equals
any group of units that are in the same map location. All units in half a squad of Infantry (or one vehicle or artillery
the hex will be selected with a double click on that hex. piece and so on in non-infantry units). So, a 3 SP
On the left side of your Rifle unit is really about one and a half squads of
units is a cluster of infantry—or half of a platoon. Notice the strength
three icons that are value, the numeral 3 in the Info Box is printed in yel-
close together. Double low. This indicates the unit is not at its full strength. Full strength units display white values.
click on these now and Next, click inside the area of the green-outlined strength polygon near the top of that
notice how the three icons all become highlight- Rifle Platoon’s Info Box. A green bar is displayed across the bottom of the Info Box which
ed—outlined in green with darker and brightly shows the effective strength of the selected unit. The bar in this case does not extend
highlighted nameplates in the Unit List. In the completely across the bottom of the Info Box. This informs you that the selected unit is
lower right corner of the screen you should see not at full strength. You can click on the Morale value (the blue polygon to the left of the
the hex co-ordinates of the selected units is 7,19. Strength, in the “10 o’clock” position) or the Action Point value (the red polygon to the
right of the strength, in the 2 o’clock position), to switch the bar at the bottom of the Info
Box to display these other unit parameters with a blue or red bar (respectively).
Press the T key and whichever bar graph is currently being hard (armored) unit is shown as a red value in the Unit Info box. Thus, the red curve
shown in the Unit Box is displayed as a small horizontal “ther- shows the fire effect for the hard targets.
mometer” along the bottom of each 3D icon on the map. The Press <Esc> or <Enter> or click on the graph to make it disappear. Press <Esc> or
thermometers can be red, green or blue, depending upon <Enter> a second time or click on the small x button next to the “Close” caption at the
whether or not it is showing remaining Action, Strength or bottom right of the dialog box to close the Unit Handbook.
Morale points (respectively). These can give you a very quick You are now back looking at your units in the center of the map. Ensure that the
look at the current status of your units. Using the red Action Point (AP) thermometers Rifle Platoon in 11,21 is still selected, then locate and press the Display Range
can tell you at a glance if a unit has AP’s remaining in the turn. button on your toolbar (or press Hot Key Z). This button is near the right side of
There is no single, fixed terrain movement cost chart in Rising Sun. The game system is the Tool Bar, and has a hexagon on it with a red and a blue line. Remember that the but-
based on Action Points (AP’s), with each unit having 100 AP (at the start of each turn) tons have tool tips. So, if you place your cursor on a button and wait, the tool tip will
and its own individual terrain cost chart for each particular ground condition (Normal, appear and some additional information will be displayed on the Status Bar (beneath the
Soft, Mud, Snow, depending on the map’s “region”). This movement cost chart and other Tool Bar).
information can be seen in the Unit Handbook that is accessed by pressing the <F2> You can see on the map the blue circle representing the area in which you can fire on
function key while a unit is selected. Select the Rifle unit in hex 7,19, and press the <F2> Soft (non-armored) targets. Soft targets will be the most common units you face in battles
function key to display this information. in the Pacific. Press the button again to remove the “range rings.”
In addition to the Unit Handbook and the “Display Range” button, there are tables
with the Unit Data and the Weapons Data to be found under the Help menu. Alterna-
tively, you can access these tables with the <F4> and <F5> function keys. Reviewing the
information in the Unit Handbook will assist you in picking the best unit available for any
task in the game.
low outline rather than the full colored helmet. This shows that the transport is unloaded. because it is a “soft” target. Always remember that most units in the game have stronger
This empty DUKW unit transported your Rifle Platoon to the island. attack strengths when firing on soft targets. As well, units firing on soft targets have a
As you explore your command, notice the different types longer effective range against them.
of units you have and the assortment of transport units as Keep these subtle, yet important, differences in mind when you start other scenarios.
well. Your combat units are being carried to the island in Which variety of LVT do you have? Does your transport offer protection for the troops
LCVPs (Landing Craft, Vehicle Personnel), no less than two it is carrying or just a false sense of security?
different kinds of LVT (Landing Vehicle, Tank), an LCM You will also find other differences in these transports. Each unit pays a cost in Action
(Landing Craft, Mechanized) and DUKWs (which are Points (APs) to enter each hex. That cost may differ depending upon the hex. For exam-
trucks that can swim in water). There is even one LVT in ple, an LCVP will pay 33 APs per hex entered regardless of the water depth. LVTs are
your force that is not a transport unit, an LVT(A)1 in hex slow in the deep water, expending 65 AP’s for each dark blue water hex entered, but only
9,16 . This unit is an armored combat unit that is capable 24 APs per hex once it gets in the shallow water where the tracks can help it move.
of engaging the enemy from shallow water and then carry on fighting once on shore. As The processes of loading and unloading cost both the transporting and transport-
you can see, you have quite an assortment of both combat and transport units! ed units some APs, and these costs will vary. Click on the LCVP unit in the shal-
You may also have noticed that there are several DUKWs in the water and one on low water hex (9,20) beside the smaller island. Locate and press the
the beach. These units are special “amphibians” that can move on land and in the water. Load\Unload Tool Bar button. This is located on the left of the toolbar, and looks like a
The LCVPs and LCM units are “boats” that can only move in the water. They can move truck with a couple of men.
into shallow water and unload there, but cannot move on land. LCMs are tank transports. Ensure that the LCVP in hex 9,20 is selected, and
LVTs are fully-tracked amphibious vehicles and can move on water or land like the press the Load/Unload button. You will then see
DUKWs. However, fully-tracked units are the only vehicular units that can cross the coral another unit, an infantry Rifle Platoon, appear in
reefs found in the Pacific. Notice the rock/coral formations lurking along the sides of some the hex. You will also note that the number of
shallow water hexes. They will provide you with some interesting situations in this game. APs on both units will decrease to reflect the
Non-tracked transports (like the various landing craft and the DUKW units) cannot cost of unloading, and the helmet on the LCVP
cross these reef hexsides and will either have to maneuver around them or unload the changes to a yellow, hollow outlined image to
units they are carrying in the shallow water in front of the reef. The troops can then indicate the unloaded status of the transport unit.
struggle across the reefs and on to the shore through the shallow water. Note, however,
that units in shallow water are vulnerable to enemy fire and have their own combat effec-
tiveness reduced. Also, units loaded on transport can be very vulnerable. Consequently,
the best course of action is to get these units unloaded and ashore as rapidly as possible.
Only the dead or dying stay on the beach!
It is, however, likely that your units will be fired upon at some point. When this occurs, it
is the Defense strength of the unit being attacked that is important. A unit’s Defense value
is in the 6 o’clock position of the Info Box. The greater the value, the more protection the
unit has. Units being transported, however, use the defense strength of the transport itself.
Therefore, a Rifle Platoon has a Defense Strength of 7 while on its own. However, when it
is loaded aboard a DUKW it uses the 1 factor defense strength of the DUKW!
Units being transported in LCVPs are comparatively safe, as this
transport has a defense of 8. Also notice that the Defense value of
this unit is printed in red, which indicates that it is a hard target;
“Soft” targets always have their Defense value printed in white.
Transport units with hard target status offer very good protection
against infantry weapons. The other transports, such as the vari-
ous LVT(A)2 units (“A” for armored), also have a red, hard-target
defensive value, but are rated at a 2 defense strength. However, If you were going to load a unit, you would do the reverse. Start with both units in the
examine the two LVT units in hex 9,17. Note that the LVT2 unit same hex, select and highlight one transport and one unit to be carried, then press the
carrying Capt. Saunders has a white Defense strength. It is a non- Load/Unload button. In general, the transport unit must have SPs equal to or greater
armored target, and, while it has the same defense strength of “2” than the unit it is attempting to load. Note: A transport unit can carry only one unit even
as the armored LVT(A)2 version, is more vulnerable to enemy fire if it has “surplus” strength points.
Now, press and hold the <Shift> key and then right click on one of the more distant
Turn 1 hexes within the reachable hex area. All units in this group (outlined in pink) that have not
previously moved will attempt to move toward the destination hex while remaining in the
“Hey Guys, Wait for Us!”—Reinforcements same formation. This is called “Echelon Movement”, and is one of two types of organiza-
You will recall, when you first loaded the scenario you were told that the Allies are tional movement discussed on page 36 of this Players Guide.
scheduled to receive reinforcements during the first turn. Before beginning your move it is When all these units finish their echelon movement, remember to complete moving
usually a good idea to place any reinforcements you may have received on the map to the first unit. Move it to a hex with the other units. As you can see, you can move your
help in planning your turn. units in any sequence you wish as long as they have sufficient action points (AP’s).
In any military operation, sooner or later something will usually go wrong, and in this
case it seems like one of your companies is lagging behind schedule on the run in to the “Sound Planning—Your Key to Victory”
beach. This is represented by your newly arriving reinforcements. Press the 2 key to By this point in the tutorial you should have a feel for what units you have available.
switch the map to 3D Zoom Out mode. Depending upon your computer, this is a good You know how to move them, what hexes you can unload your transports in and how to
mode to play in as you can see enough of the map to plan your battle, while still taking unload. The question then becomes, “How can I best deploy the forces at my disposal
advantage of the excellent 3D graphics the game has to offer. given the information I have?” It all comes down to planning. Before you begin moving the
Press the Show Arrived button (the one with the “descending” orange arrow, rest of your units, take a moment to examine the situation and consider your options. Do
located toward the right side of the toolbar). The “Arrived Dialog” will appear. In not think just in terms of this turn, but try to think ahead a few turns.
this dialog two lines of reinforcements are listed. The numbers at the start of Where can you move this turn and how can it help you get to where you want to be next
each line list the entry hex of that line’s reinforcement group. Double click on each line turn, and the turn after that?
in the Arrived Dialog to place the reinforcements. As each reinforcement group arrives, To formulate your battle plan, change the map view to 2D Normal by pressing the 4
the map will automatically center on the location where that group enters. In this case, key. In 2D mode you see the game in a boardgame style with square unit counters. The
both groups appear in the lower left corner of the map. graphical representation on the unit counters can be switched to the conventional “mili-
Normally reinforcements arrive on a map edge. However, there are exceptions. tary style schematic” icons (as shown on page 184 of this Players Guide), by unchecking
Troops could possibly arrive on the map by parachute or glider. They could appear from the Options|Graphical Unit Icon menu item.
caves. In some cases, they could appear in locations away from the map edge in accor-
dance with historical conditions. Once you’ve brought the reinforcements onto the map,
click the OK button (or the X in the top right corner) to close the dialog.
You now have your two reinforcement groups placed on the map. Select a single unit
from your reinforcements. Next, right click on the hex in front of the unit. When a unit is
selected and you right click on a different hex from the one in which the unit is located, this
right click will initiate the movement order and the unit will move to the new location.
Now, select one of the other units in the group. Press the Reachable Hexes
button (near the right end of the toolbar). Notice that some of the water hexes
appear to be light, showing the possible hexes to which this unit can move. You
do not need to click on
one hex at a time to
move, you need only click
anywhere within the lit up
area to initiate the move-
ment. Before you do that,
locate and press on the
“Highlight Organization”
button. With one unit
selected and this button
pressed, all other units in Next, study the map in 2D mode to gain the “big picture”. Press the O key to toggle
that same formation are on and off the objectives (yellow ovals) so as to study the terrain with and without the
outlined in pink. objectives visible. Note that each objective has a point value, and not all of them are equal.
The main mission in this scenario is the capture of the 75 point objective in hex 30,6.
126 TalonSoft’s rising sun TalonSoft’s rising sun 127
Appendices - Tutorial the tutorial - Appendices
You may want to send some units toward all the objectives, but you need to stay Now unselect the 6 SP LCVP leaving only the 4 SP unit selected. Notice what hap-
focused on the more valuable ones or the areas with several objectives close together. pens. See how the reachable hexes area shrank again. Unselect the 4 SP unit and select
Units in Rising Sun are generally not as mobile as those you may be familiar with from the 6 SP one again. The reachable hexes area expands. Right click and hold on the Info
other “fronts”. You may not see any enemy units at start, but you do see some Trenches Box to see what is loaded in these transports. What you are seeing illustrated here is that
and Improved Positions. You can safely assume they will be occupied. the HMG unit in the 4 SP LCVP requires more APs to unload than does the Rifle Platoon
The first problem is to get your units ashore while suffering as few casualties as in the other transport, and that, therefore, you cannot move its carrier as far as the other
possible. To begin planning, start by selecting a single type of unit and use the and still unload it this turn. See, I told you to be careful!
reachable hexes button to see how far it can move in this turn. Remember that Now, Sir, I have noticed that in considering your plan, the discussion turned to the idea of
the boat units (non-track or non-LVTs) cannot cross the reef hexsides. Further, the LVTs storming the jetty. Do not lose focus on this goal while rushing to unload those fast trans-
are slow in the deep water (dark blue) hexes. Select various units in a number of hexes ports. On the other hand, the HMG unit may be able to offer the troops some covering
noting how far each can move. fire next turn. Think ahead!
The LCVPs are fast. These, perhaps, should move toward the Wakde village and the Take the 4 SP LCVP unit, move it one hex up to the shallow water hex 14,15, and
jetty where they might be able to overcome the defenders by storm. The LCVPs, being press the Unload button. Your HMG unit is unloaded and will be in position for
“hard” targets, offer good protection for the units they carry. So, if this area turns out to next turn. Notice that the Morale rating on the unit info box for this unit is a
be bristling with the enemy, they should be able to survive and make a fast getaway next white number with the value 5. Next,
turn if necessary. select the LVT carrying Captain Bevard
The LVTs are slow while in “deep” (i.e., non-shallow) water. These units need to reach from the adjacent hex, move it to and
the shallow (lighter blue) water hexes where their mobility greatly improves. Therefore, unload it in the hex with the HMG.
their effort should focus on clearing the trenches west of Wakde Village. As they can cross Notice the Morale of the HMG has
reef hexsides, they will be able to protect the troops as they carry them right up to the suddenly improved. The value has turned
Japanese defense positions. red and increased to 8, the same value
Your DUKWs, on the other hand, are a concern. They are slow, and the units aboard that Captain Bevard has for his Leader-
them are very vulnerable! With them you are advised to head for the shallow water and ship rating. This is obviously a fine offi-
unload as soon as possible. These transport units will be very valuable as transport assets cer whose very presence stiffens the
once on shore. They are, after all, trucks. But, for now they are (pardon the pun) sitting resolve of his men. Leader units provide
ducks! other benefits in addition to improving
unit morale. These are discussed later in
Once you have determined where the enemy is located and how strong he is, your the tutorial and on pages 74-75 of this
reinforcements bringing up the rear can support whichever groups need the help most.
Players Guide, as well.
Prepare to move them forward!
With the 6 SP LCVP in hex 14,16
selected, press the Save APs for
Wakde Village Jetty Dead Ahead—Beach in 6 Minutes— Unloading button once more so that
STAND BY!! all the APs are available for movement.
Before you start your move, press the 1 key to return the map to 3D Normal View Now, right click on hex 17,16 (where the other LCVPs are located) to move this unit.
so as to appreciate the great 3D graphics this game offers. Also move the two LCVPs in hex 14,17 to hex 17,16.
With your lead LCVPs in hex 15,17 selected, right click on hex 18,15 (the shallow Next, select the two DUKW units in hex 13,17. Press the Reachable Hexes but-
water hex beside the jetty). With this right click the units will move to the new location. ton and try “Save AP’s for Unloading”. This will confirm for you the “DUKW dilemma”.
Move the next group of LCVPs, the two units in hex 14,17, as far as they can move You cannot unload them in the hex where they start the game. You cannot move and
toward the jetty. This should place them in the deep water hex 17,16. unload them in this turn. In fact, you have very few options. Move them to hex 13,15,
Use care when checking the “reachable hexes” with the units in hex where you can unload the DUKW-riding leader. Hopefully, the enemy units that may
14,16. There are two different types of transport here, and they have very appear will fire at the less-vulnerable HMG unit in the adjacent hex.
different movement capabilities. There are several options with the LCVPs The LCVP carrying the mortar in hex 12,17 can reach the deep-water hex 15,16
in this hex. Select the two LCVP units only, and ensure that the Reachable Hexes but- beside the HMG. But, once again you have other choices you could make with the
ton is still “on”. Next locate and press the button Save AP’s for Unloading. Notice DUKW in that hex. DUKWs can only move one hex per turn while in deep water.
how the “reachable hexes” area shrinks and a dark circle appears in the top left corner of Therefore, moving toward the jetty is a very slow option. Furthermore, it will take this
the info box. The game has reduced the distance these units can move this turn, and, in unit two more turns to reach the hex where your HMG is positioned. Alternatively, this
doing so, reserved the amount of APs needed to unload the units at the end of the move. DUKW could move along the shore of the smaller island and reach hex 15,18 this turn.
Which Option is Best? can better view the Computer’s turn in 3D. If, like me, you are prone to pressing the
There is no correct answer to this question. But, you can see where planning is so Next Turn button accidentally as you play, you may wish to note the menu setting
important. If you decide to move toward the HMG, it commits the unit to deeper water Options|Ask before advancing Turn.
and fewer choices next turn. But using the faster route along the island may not position When you are satisfied that you have done all you want to during your turn,
the unit where you might want it next turn. Sooner or later you will have to make these press the Next Turn button. It is the last button on the right side of the tool bar.
decisions for yourself, so you may as well start now. This unit awaits your orders, sir!
Move the balance of the forces at your own discretion keeping in mind the plan you The Computer Opponent’s Turn
discussed above. Move the LVTs toward the shallow water to the left of the HMG. Next After pressing the “Next Turn” button, you will see a “Turn Box”. Click on the box or
turn they can cross the reef and press forward toward the trench position to the right of hit the <Enter> key to continue. The Computer will begin its turn.
the swamp. The remainder of the landing craft should move as fast as they can toward The computer opponent in Rising Sun is very unpredictable, and it will be impossible
the jetty. to say exactly what has transpired during the Axis turn. A machine gun nest overlooking
the approach to Wakde Island likely will have opened fire, and, perhaps, caused some dam-
You’re Almost Done! age. It is a fair bet that the Computer Opponent has also called for Artillery (Indirect)
After your landing craft have moved, press the 2 key to view the map in 3D Zoom Fire. This won’t arrive until next turn.
out mode. Turn OFF the Reachable Hexes and toggle ON the bases if they are not During the enemy phase it is wise to listen to the game sounds, as you may hear shuf-
already on. Press your keyboard’s T key to turn on the “thermometers”. Click on the red fling feet long before you see the enemy infantry moving toward your positions. You can
AP section of any unit info box to toggle the thermometer display to show action points. hear the difference between various artillery units, so you can gauge if the fire you are
If you have any units with surplus action points, they can be easily spotted by the red in receiving is from a light mortar or heavy artillery. On this phase, however, the Axis should
the bar graph. A quick look reveals there are some units to be reconsidered. See how fast have been fairly dormant. Don’t count on that lasting for too long. The scenario has been
and effectively the thermometers can be used to double check for unused or under used units? designed to simulate a degree of surprise being attained by the Allies.
Captain Bevard and his transport have The Japanese computer opponent will rise up and give you more of a fight as the game pro-
APs remaining, but they are positioned gresses. You can trust me on that!
where we want them to be for next
turn. Leave them where they are. The
Rifle Platoon you unloaded in hex 9,20 Turn 2
still has remaining APs. Move it further
up the beach or inland as far as it can
Lick your Wounds and Move On!
go. The empty transport can stay where
it is for now. Next, examine the other After the Computer has ended its turn, you will
Rifle Platoon and DUKW on the small see the Allied Command Report. This will
island. It has all of its action points avail- announce the “release” of at least one fixed unit
able, but if you attempt to move the (the Rifle Platoon on the small island); 3 air
unit it remains in place. Notice that this unit has a solid red circle with a white “F” in the strikes remaining; one HQ unable to provide
top left corner of its Info Box. This unit is “fixed”. A “Fixed” unit cannot move until it has Supply and possibly a message regarding units
been “released” by the game or is attacked by an enemy unit. disrupted by fire and recovered from disruption
effect. These will be discussed later in this tutorial. Click on the X in the top right corner
From the menu, select Reinforce|Releases. or hit the <Enter> key. Another Turn Box will appear telling you it is now the Allied Play-
This opens a “Release Dialog” that displays on er turn. Once again, click on the box or hit the <Enter> key to continue.
the first line “2 (100) Allied A/163 Recon Pla-
toon”. This indicates that on turn 2 this “fixed” As much as “planning, planning and more planning” is a way of military life, there is also
unit has a 100% chance of being “released”. a saying among Old Soldiers that, “all battle plans go out the window as soon as the first
This turn, however, it cannot move. On the shot is fired”. Rarely do events unfold exactly as planned. At the start of your second
second line a DUKW unit is referenced. It turn—in some sectors, at least—the battle may have begun. Some units may have been
may release on turn 2, but it has a 50 % chance of remaining fixed. More information on disrupted or have suffered losses, and some of your units may even have retreated. All this
fixed units can be found on page 37. has happened somewhat out of your control.
With all your units’ action points expended, there is little left to do in your first turn. First things first. Did you see any combat results while the enemy unit(s) were firing at you?
From the menu you may wish to File|Save periodically as you play your game. You may If not, go to the Options|Details. A cascading dialog will appear, and you can select
want to press the 1 key and ensure that the Reachable Hexes button is off so that you “Medium Details”. This will provide you with an indication of future firing results. Next,
determine how many SPs you lost in that round (if any). From the Status|Victory… With the HMG selected and the <Ctrl> key held down, right click on the Japan-
menu you will get a gross count of the total number of SPs and their point value as lost to ese unit to fire. There is no certainty of any results as the computer performs a die
this stage in the scenario as well as a similar indication on any enemy losses. You can view roll to resolve combat. The shot may have had no effect or it may have caused a dis-
the losses with more detail from the Status|Strength…dialog. ruption, a retreat, a strength point loss or possibly even the complete elimination of
At least now you can see some enemy units with the red “Rising Sun” bases. Howev- the Axis unit. Notice that after the shot is made, 35 APs have been deducted from the
er, some enemy units may remain hidden even if the hex they occupy is within your Line- HMG’s total remaining APs. This is the AP it cost to “fire” the HMG platoon. There are
of-Sight (LOS). Rising Sun uses an algorithm for LOS/Concealment that compares the size still enough APs remaining to fire this unit a second time if you wish.
of the unit to the concealment value for the terrain the unit occupies. The computer then First, however, also notice that the remaining APs on Cap-
makes a die roll using this information to decide what, if anything, is visible. You may see tain Bevard have been reduced. A leader is automatically
some units and miss others. The bottom line is that nothing is certain in Rising Sun when it used to “direct” the fire if stacked with a unit he can
comes to spotting the enemy. influence. In fact, this leader’s “Command Rating” of 2
In your second turn you will have the chance to return fire. You are not limited by any (which is shown in the 12 o’clock position of his Info
set sequence of events. You can move and fire your units in any order or combination you wish Box) was automatically added to the HMG’s fire factor,
until you have run out of APs. Begin with a shot from that HMG unit and Captain Bevard resulting in the 9 fire factors mentioned above. Had Cap-
in 14,15. Obviously, our goal with the fire is to cause damage to the enemy. More specifi- tain Bevard not been in the hex, or been there without
cally, you are trying to reduce his firepower by eliminating strength points or by causing a sufficient APs to enable him to influence the HMG’s
disruption effect. Either result will help you since a disrupted enemy unit will fire with less action, then the HMG would have had only 7 firepower
effectiveness. factors. You should also bear in mind that a leader can
Select the HMG unit and press the button that toggles between fire only influence the actions of a unit which is subordinate
> and move mode (the one on the extreme left end of the toolbar). The to him in the chain of command. A company-level leader,
cursor changes from a crosshair to a crosshair with a circle and the for instance, can influence the actions of the units of his
game is now in Fire Mode. You can now right click on any enemy unit in range to fire. Many own company, but cannot similarly affect the actions of
veterans of this game system, however, prefer to leave the game in Move Mode and instead units belonging to another company.
hold down the <Crtl> key to put the game temporarily in Fire Mode. This can prevent In Rising Sun not all leaders are represented by game units. Only exceptional lead-
accidentally ordering a unit to advance toward an enemy when you really meant to fire. ers are shown. For a leader to exert any influence over a unit, he must be in the same
Press the Fire/Move Mode button a second time. hex as that unit and, as noted above, he must be from the same organization. Remem-
Now the game is back in Move Mode. Hold the ber that an company commander will not affect the units of a different company. To
<Ctrl> key down. You see the cursor is the see the units over which a particular leader can exert his influence, select the leader
crosshairs with the circle, and, thus, the game is in and then press the “Highlight the Organization” button. Generally, the higher the rank
Fire Mode while the <Ctrl> key is held down. of the leader and the higher in the organization he is, the greater the number of units
Move the cursor over the Japanese MG unit in the upon which he may have an impact. Captain Bevard, for example, can influence all the
trench at hex 14,12. Depending on where the Allied units in this particular scenario. Other leaders will be more limited with respect
crosshair is placed one of two grey target boxes to how many units they can assist. You should also note that leaders can perform
will appear. One box has two numbers separated other functions as described on pages 74-75.
by a slash. In this case, the values say 2/9. The first For now, take that second shot with the HMG (and leader) to try and suppress
number is the number of fire factors if the target is that MG position. Next, presuming that they were not eliminated by enemy fire in the
a hard (i.e. a tank or armored) target, and the sec- last turn, unload the DUKWs in the shallow water hex beside the MG. Move the
ond number is used if the target is a soft target. If unloaded troops forward toward the beach, and move any undisrupted DUKW units
you move the cursor slightly you will see the sec- back into the deep water. You should keep in mind, and you may notice here, that
ond of the target boxes. It says “4 - MG Pltn @ 9”. disrupted units pay double cost to move and cannot advance toward the closest
The “9” tells you that the fire is using the soft target values. This means that each SP of the enemy unit. If you can, spread out your DUKWs into separate hexes. It would be a
firing unit will place fire on the target using 9 SPs. (Note: If the Japanese MG unit fired on good idea to put them in different hexes as next turn there will likely be incoming
the HMG and caused a Disruption result, the numbers reported in the above description artillery fire. You don’t want to leave all your ducks (I mean DUKWs!) just sitting in
will be different). More information on Fire Factors can be found on page 40. Also, consult one hex.
the Help|Parameter Data (or press the <F3> key) to see a copy of the Combat The final step in this sector is to advance the LVTs, moving them closer to those
Results Table. Also note that infantry units firing from shallow water hexes do so with trenches. No need to unload the troops yet. Just advance toward the enemy.
only half of their normal strength points.
Storm that Jetty—Let’s MOVE !! you should have all 14 SPs of ground units unloaded at the Jetty (hex 18,15), and they still
There may not have been any firing in the vicinity of Wakde village and the jetty. It is have sufficient APs available to be able to join Major Wing and the others in hex 18,14.
possible the enemy has decided to remain hidden rather than risk firing at the units pro- If you are fired upon as you move
tected by the LCVP armor plate. But, as you begin to unload and move you may attract into hex 18,14, return fire. Major
more attention. Wing and two of the units have
Select all the units at the Jetty (hex 18,15). The three units you have add up to enough APs for a single shot each. In
only 11 SPs, and there is a limit of 24 SPs allowed in each hex. When you unload this case, fire one unit at a time. Select
them you will have 22 SPs, and will still be under the 24 SP limit. Unload the your best unit to fire first, because
units now. Major Wing has only enough APs to
assist one of the units, and will
The hex will now contain 6 separate units. In the Unit
expend those APs with the first unit
List, however, you can probably only see four units and
to fire. Take your best shot first!
perhaps a portion of the top of the fifth unit (the num-
ber visible depends on your monitor’s screen resolu- Continue moving your flotilla of loaded landing vehicles toward the jetty. Don’t forget
tion). Click on any unit in the Unit List (preferably to bring up the reinforcements from last turn. They may be out of view, but you will cer-
toward the bottom of the display), hold the mouse button tainly need them before the game is over. As a transport becomes unloaded you should
down and drag the Unit List window upward. This is move it away (if it still has sufficient Action Points). The two Rifle Platoons (in/near hex
how you “scroll” the Unit List, allowing you to see more 11,21) on Insomanai Island should patrol that small island and ensure that it is unoccupied.
units in the stack. Be careful when clicking on a unit to Press and hold the <Shift> key down to see the map labels.
scroll the list as anytime you click on a unit in the list Now, let’s get some more fire support for those boys on the beach! Perhaps an escorting
(unless clicking on the Info Box “nameplate”), whether destroyer—one offshore (that you can’t see on the map)—can provide fire support.
from scrolling or not, the unit is toggled between select- There are also some unseen 155mm artillery units off the map on a nearby island, await-
ed and unselected status. Remember that a selected unit ing your target orders.
has a brighter (“highlighted”) nameplate at the top of its Info Box; an unselected unit has a Click on the Artillery Dialog button (second from the left) and the “Artillery
darker nameplate. This, of course, is how you can (un)select some of the units in any given Dialog” box appears. You can see listed the artillery units, some of which may be
location if you don’t wish all of those present to participate in a particular activity. grayed out. If a listed unit is “grayed out,” it means it is unavailable this turn. Such a
Alternatively, click on any empty hex to unselect all units and then click on each of unit could be “out-of-comms” (communication) or, in the case of your mortars, it could
the units in the Unit List, one at a time, to select them. With the leader, the Rifle Pla- still be loaded on landing craft or recently unloaded and not yet ready for a fire mission.
toon and the LMG units in 18,15 selected, press the Reachable Hexes button. Note the “*” beside some of these units. This indicates that the battery is “Off Map.”
Looks like you can’t move them too far this With the “Artillery Dialog” open, the cursor
turn. However, you can move them a bit. Right has changed from a “cross” to a circled
click on the adjacent land hex 18,14 to move “crosshairs”, and the game has automatically
the selected units there. Be careful that none toggled from MOVE to FIRE mode. Select a
of the LCVPs in the hex are selected, as these unit in the “Artillery Dialog” and pass your cur-
units cannot move on land, and it would pre- sor over any hex in that unit’s LOS. You will
vent the stack from moving if one were inad- see two fire values just like the direct fire fac-
vertently selected. tors. Any enemy unit in range of the indirect
It is easy to see that there could be quite a bit of traffic at the jetty. There are three firing unit is highlighted in red. Right click on any Japanese units you can see. You can even
LCVP units in hex 17,16 and they contain 14 SPs. Because of the stacking limitations (24 target hexes that appear unoccupied as long as your units can see those hexes. Make sure
SP per hex maximum) you cannot move all of these into hex 18,15 at once. Instead, select you place some fire on the “Improved Position” in hex 19,14, even though you may not
one of the 6-SP and the 2-SP LCVP. Move these two units into 18,15 and try to unload have spotted any units there. I just have a feeling the Japanese may be lurking in this vicinity!
them. You will not be able to. You will instead see a message on the status bar saying With each unit in the Artillery dialog you usually have enough action points for two
“Unloading produces overloaded stack”. Now try to unload just the 2-SP LCVP (the one shots. Each artillery battery available can be seen in the Artillery Dialog in bold black
carrying the Mortar). Remember, you can right-click on the Unit List or the Info Box to print. When you have given a battery fire orders, it is removed from the availability list. A
see what unit is loaded on a transport. This time the unloading goes smoothly! Now battery which is not available for any reason is “grayed out”. At this point, if you can see
move the unloaded transports out this location, then select the still-loaded 6-SP LCVP and an enemy unit, hit it with fire. When you are satisfied that you have moved or fired all the
unload it, then move this now-empty landing craft out of the hex, too. Finally, move the units that you wish to, and have plotted your indirect fire mission for the next turn, press
remaining still-loaded LCVP (the one left in 17,16) into 18,15 and unload it. After all this, the NextTurn button to advance the game into the computer’s phase.
TURN 3
Moving Inland—the Fight Begins
Your third turn begins a bit differently from the first two. You will recall that the last
thing you did at the end of your previous turn was to target various Japanese positions or
suspected positions for the attention of indirect fire artillery units. As this turn begins that
“indirect fire” begins to fall around the enemy, hopefully reducing his strength, but—if
nothing else—at least causing the enemy some “disruption”.
Disruption is a combat result of the game which affects unit effectiveness. A disrupted
unit fires at half strength. It cannot initiate an assault, attempt to dig in, or clear mines. If Select Major Wing and any effective assault troops in hex 18,14 and right click on the
assaulted, it defends at half strength. A disrupted unit also pays double the cost to move IP hex (19,14) as if to move there. This initiates an “Assault” on the hex. Unlike the direct
and unload (up to a maximum of 65 APs), and, perhaps most important, a disrupted unit is fire example, in this type of attack the leader must be selected to be included in this type
not allowed to move closer to the closest known enemy unit. of combat. An “assault” is a special type of attack in which the units involved try to occu-
There is a common misconception in this game system regarding the movement of py the enemy hex. When you attempt an assault, an “Assault Odds” dialog appears which
disrupted units. The misconception is that “a disrupted unit cannot advance closer to any lists the odds for the assault (the odds you see may be different than that displayed above,
enemy unit”. In practice, this is not true. The way the game works is that your disrupted depending on units assaulting and the current strength of the defending unit). Consult the
unit cannot move closer to the closest known enemy unit. It is still possible to move a dis- page 48 for more information on the calculation of these odds.
rupted unit to a position that is closer to another enemy unit, as long as this destination Press the OK Button on the Assault Odds dialog. You can see that the hex to be
hex is no closer to the enemy unit which was closest at the beginning of the disrupted assaulted contains an assault graphic with red arrows extending into the hex from several
unit’s move. Furthermore, retreats taking place during the opposing player’s turn are not directions. If there were more units in other hexes adjacent to the IP, these units could
governed by this restriction. also be added to the assault. In fact, assaulting a hex from more than one direction or
Friendly units disrupted in the previous turn may recover and be undisrupted at the from opposite directions gives the assault a greater chance of success.
start of this turn by passing a morale check. A leader from the same formation in the To initiate the assault on the IP, press the Resolve Assault button on the tool
same hex will improve the chance of a successful morale check. bar or select the Assault|Resolve Assault from the menu. If you want to cancel
If your battle plan hasn’t faltered too much, at an assault at this point, select Assault|Cancel Assault from the menu. In this
the start of this third turn, Major Wing near case, however, you will wish to proceed. You will likely win the assault and drive the Axis
the Jetty (in hex 18,14) is poised with some from the hex, only to find another stubborn position behind this one. This time it is a
units to assault a Japanese engineer unit in Bunker, and these fortifications are much stronger than the trenches and IPs you have
the adjacent Improved Position (IP). Examine faced so far. See pages 56-57 for more information on Fortifications.
the units you have with Major Wing. To assault, units expend an additional 20 APs above the normal cost to occupy the
Disrupted units cannot assault, nor can terrain. The maximum cost to enter any hex in the game is 65 APs and this is the case
some units such as mortars or DUKWs. with entering rubble hexes. Therefore, upon capturing this hex, these assaulting units will
Machine Gun units (LMGs and HMGs) can have expended most of their APs for this turn.
assault, but this is not the most effective use of Over on your left flank, your LVTs can move right up to the enemy trenches this turn.
these units. Rifle platoons (good old “grunts”) However, they cannot assault because they will not have sufficient APs remaining for this
are good for assaults, and engineer units are turn. Although the LVTs can cross the reef hexsides, they pay 65 APs to do so. Move the
very good at this type of combat. Leaders help LVTs that can reach them to the two hexes in front of the MG nest in the trench.
other units in assaults, but cannot assault on their own. Unit assault values can be seen in If you try unloading ALL the units in a hex at once, you may find that same problem
the lower right corner of the unit’s Info Box. we faced earlier with different units having different AP costs to unload. You have an HMG
and an Engineer with this first wave, and they will not have 50 APs available to unload after may be delayed or they may be recalled and never arrive at all. Worse, they may come
the LVT pays 65 APs to cross the reef. Unload the Rifle Platoons, however, and they will be and hit a different target. Worse again, the different target they hit may be one of your
in position to assault next turn as long as they remain undisrupted. own units. The greater the number of potential targets available to the pilots in the imme-
If you felt that the rifle platoons were in danger of being fired upon by strong enemy diate area of the hex you designate for the attack, the greater is the chance that they will
units, then you could have kept them aboard their transports. Infantry type units loaded in miss what you had intended they should strike.
transport units which have an assault value will contribute half their strength to the In short, Air Strikes are a powerful and valuable asset and should be employed as
assault. So, you see, if all goes well in the next turn you will have the option of using the required, but used sparingly and carefully. You can see what types of aircraft may
engineers loaded in the LCT to assist in the assault. Alternatively, if your Rifle Platoons come to your aid from the Status|Available Air Support menu. You cannot
remain undisrupted, you may prefer not to use the loaded Engineers in the assault and select from the list the type of plane for the mission if more than one aircraft type is avail-
save their APs for something else. You could, for instance, move them further inland and able. To initiate an Air Strike, click first on the intended target hex and then click on the Air
possibly unload them for use in the following turn. This is just an example of the choices StrikeTool Bar button. An Air Strike will be plotted on the selected hex. This isn’t a box of
you have if you plan and use your forces effectively. chocolates. You should be happy if the Air Support arrives in any form!
Continue moving the remainder of your forces. Your LCM carrying the tanks should Only you can decide when to call an Air Strike. In any event, do not forget they are
be approaching the jetty soon. Notice that one of the tank units is a M3A1 Flame Tank available. You may wish to use one on that bunker hex you uncovered in hex 20,13.
platoon. This armored unit has a flame icon ( ) in the lower left corner of its Info Box Bunkers are very stubborn positions, and the addition of the Air Strike would help. But,
denoting its special feature. It has a very high assault value, and is ideal for Bunker busting. the bunker is also close to your own troops. It will be a tough choice to make.
Furthermore, flame tanks are the only armored units that can assault enemy pillboxes. After you have finished your turn, press the Next Turn button to allow the
computer to take its third turn.
TURN 4
Anybody Heard from HQ?—Where are They Anyway?
In the Command report at the start of the
fourth turn, you may have noticed one item
that continues to appear—“1 HQ Unable
to provide Supply”. It is also possible that
some of your units previously involved in
combat are now reporting they are “low on
ammo”. To understand these messages, let’s
consider how HQs function in the game.
In any given scenario you may have many HQs. In this scenario you have only one.
Each turn that a unit fires, there is a chance that it will be “Low On Ammo” at the start of
Indirect fire can be called for at any time during your turn. Veteran players of the the next turn. NOTE: Units never run completely out of ammo in the game. When a unit
is low on ammo, its fire effectiveness is halved. The “Low Ammo” or “HQ out of supply”
Campaign Series usually consider it better to plot all indirect fire near the end of
status can be seen by the “hollow” bullet icon ( ) at the top left of a unit’s Info Box.
their turn when all the potential enemy targets are known. However, you should
keep in mind that Indirect Fire is not available in unlimited quantities. Anytime a battery HQ units may supply ammo to any unit within their organization provided the HQ
fires in any one turn, there is a chance that it will not be available to fire in the next turn. did not move in the last turn. Your HQ has been moving since the game began. Hence,
Each side has an “Ammo Level” as seen in the Unit List, and this value represents the the origin of the message in your Command Report each turn.
chance that a battery that has fired a mission in one turn will be available to fire another The chance of a HQ providing supply is related to how close to the HQ the firing
mission in the next turn. unit is located. The higher the level of HQ (i.e., regiment is higher than battalion) the
In addition, you have at your disposal 3 air strikes for use at any time during the game. greater the distance from which it can “supply” units. Essentially, this means that, as a prac-
tical matter, HQs, such as our battalion HQ, need to remain as close to the action as you
An Air Strike can be called down by selecting a hex containing an enemy unit and
pressing the Air Strike button on the tool bar. Once ordered, however, there is no abort can manage while moving as infrequently as possible. Being very valuable in victory points
to the enemy and vital to your own units’ firepower, they must also be placed in positions
button, and you cannot decide to cancel or change it. Air Strikes are delayed events and
that are safe from enemy fire. The best defense for a HQ unit is a position out of the line
may occur like indirect fire at the beginning of your next turn. Unfortunately, Air Strikes
of sight of any enemy units. That is, after you get it to shore.
138 TalonSoft’s rising sun TalonSoft’s rising sun 139
Appendices - Tutorial the tutorial - Appendices
Find the Battalion HQ. Normally you can do this by pressing the Highlight units may be spotted from a distance and fired upon. Knowing where your units are will
Headquarter button. In this case the HQ is loaded, and won’t show up until also allow your opponent the opportunity to plan for countering your moves.
you unload it. You will find it being transported in a 2-SP LCVP (quite likely on its Press the Visible Hexes button and click around the map noting what hexes you
way toward the Jetty). can see from where. Notice that if you advance to the right of the road you
Select that LCVP, press the Reachable Hexes and the Save AP’s for would have one flank covered by a stone wall. The ground here is not as open, so
Unloading Tool Bar buttons, and locate a hex where this unit can there is less chance of being targeted by indirect fire or long range MG fire. Continue
unload. Hex 16,15 would be good. But, make certain you destroy or studying the ground this way. You may learn that some map locations may be key, or even
remove that Japanese MG on your left flank so that no known enemy unit can see your crucial, to your plans. These locations are not always marked as objective hexes.
HQ. This will give it protection from enemy artillery.
Move your HQ now and unload it. Press the 4 key to change the map to the 2D
Normal view. With the HQ in place and selected, press the W key. This will light an area
around the HQ that indicates the 50% re-supply point for the HQ (see illustration
below). The percentage chance of ammo re-supply varies from 100% in the hex with the
HQ down to 50% at the limit of the lighted area. Units outside the lighted area may still
be supplied, but the percentage drops continuously and gradually below 50% past this
boundary. Your HQ will begin to provide supply on the turn after it has not moved. For
more information on supply, consult pages 78-79.
For example, notice that from hex 18,13—right beside Major Wing—you can observe
the approaches to the objective hex 16,11 on the left, as well as much ground on the right
approaching two other objectives (see above). You will need every available Rifle Platoon
for attacking the enemy, but hex 18,13 is a great position in which to place a light mortar if
one is available. Being a rubble hex, this terrain offers the defender great protection and
the view is excellent.
As you look over the map you will begin to see Minefields scattered in various
locations. These are more readily seen in 2D as a grey counter. You may wish to
select a hex with a mine while in 2D and then change the view to 3D so that
you can be sure you’ll recognize them when you see them in 3D.
Mines are a “terror weapon”. They are designed to slow down the attackers or force
them into certain paths where other means of fire can neutralize them. An Engineer or a
mine-clearing tank that starts the turn in a mined hex can reduce the mine factors in that
hex by 1 (or clear it if its a “1” minefield). Mines cannot be removed by any other means,
including artillery. Mines are dangerous, especially for loaded transport. However, the
Know the Ground on which you Fight!
effects of mines are often less than the fire you may receive by avoiding them. Therefore,
While still in 2D Map View, re-evaluate your Battle Plan. Recall that the main objective while you should respect mined hexes, you should not necessarily treat them as hexes
is toward the northeast corner of the map. This area contains many unknowns. How do you cannot enter.
you get from your present position to the 75 point objective in hex 30,6?
Running a unit though a minefield will not necessarily cause casualties (unless you’re
The road is the obvious choice. But, sometimes the shortest route is not the fastest riding a truck). It may cause a Disruption result or no damage at all. If you have a Leader
or safest. To the left of the road is a track. But, the ground there is open, and, thus, your stacked with your units they will likely recover on the next turn, and your units might be
well placed to exploit the enemy in the next turn. Mines have variable strengths that are position. Often, it is useful to fire the smoke into hexes occupied by your own units to
listed below the Info Boxes in the Unit List. Usually, they attack each unit with 1 factor. So, provide them with cover. This can be done using indirect fire a turn in advance, or it can
you can see how going through the minefield may be worth the risk. It’s up to you to be placed by an engineer unit. An engineer unit can only place smoke in the hex that it
decide. However, they should not necessarily be treated as unenterable hexes. occupies. For more information on smoke see page 43.
The more likely choice for this target is Indirect Fire Artillery. The artillery is more reli-
The Enemy in the Distance! able than an Air Strike, and the requested fire mission will come on the next turn. Being in
With your forces now in control of the Japanese IP in the rubble/village of Wakde, you an IP, the target isn’t likely to move. So, as long as you keep the intended target hex in the
can see well across the island toward the beach on the north shore. Here, at the start of LOS of one unit, you will hit it. However, keep in mind that, if you cannot see the hex you
the turn, another enemy unit can be seen. Enemy units that have not fired on you will not are trying to hit on the next turn when the rounds begin to fall, then the attack may “scat-
be revealed until the beginning of your turn. Therefore, even though you occupied (or very ter” up to two hexes away from the intended target.
likely occupied) the first Japanese IP (hex 19,14), you could not see the new position until
the beginning of this turn. This is how the concealment and LOS model works in the You’re on Your own from Here!
Campaign Series. The idea is that you can’t expend APs of one unit, have that unit spot for Continue on your own from this point. In this turn, you will likely assault and clear the
the others, and then move unused units to react to the new information with their full trenches on your left. You will probably make a try for the Bunker on your right (hex
turn’s worth of action points available to them. 20,13). That assault will be a near thing and could go either way. In any event, you should still
Of course, the next task you face is to neutralize and capture the bunker in hex try it. If you fail, help is on the way as your tanks will be unloading soon, and that platoon of
20,13. But what about the new IP you can see (in hex 20,7), the one guarding the M3A1 Flame Tanks is a very effective assault weapon, especially for Bunkers and Pillboxes.
north beach? A quick check using a selected unit and the Display Range button
will reveal that it is beyond the range of your infantry units’ weapons. What are your alter-
natives?
First of all, if the position is deemed to be a great enough threat, it would be a great tar-
get for an Air Strike. It is far enough away from your own units that you will likely be safe
from your own attack, and, as there do not seem to be too many other enemy units
around it, you have a pretty good chance that the Air Strike will hit the intended target hex.
But, if there are unseen enemy units in the immediate vicinity, the Air Strike may still stray.
For instance, there could be enemy units you have not yet spotted on that nearby beach.
The big question becomes, is this target worth the expense of one of your Air Strikes?
Another option to consider is Smoke. You have a limited number of Smoke missions
available for the entire scenario. The number of such missions you have can be seen beside
the smoke icon on the Status Bar at the bottom of your screen, and is also displayed in
the Unit List.
Good Luck, General!
Smoke is an excellent weapon that can be used in a number of ways. To understand You are now well on your way to many enjoyable hours of gaming with Rising Sun.
how to use it you need to understand its effects. First of all, smoke blocks the LOS
between units on the same elevation. So, placing a smoke round between the guns and Should you require further assistance, and are connected to the “Internet,” come up
your units would, in this case, block the LOS. The smoke screen, however, is not very high. for discussion with the “TalonSoft Gang” or “The Beta Brigade” on the TalonSoft discus-
Therefore, if the enemy were on a hill, the smoke screen might not have the block effect sion page at:
that you thought it would. Think of a smoke screen at the base of a hill and the units on http://www.talonsoft.com/cgi-bin/WebX/
top looking out over it. You will find lots of interesting discussion about the game and you’ll meet other “gen-
The other effect of smoke is that it reduces fire effects by half. In this respect, smoke is erals” from all over who will be happy to offer helpful suggestions or, perhaps, engage you
neutral between the players since it reduces both the fire out of the smoke filled hex and in a “Play by E-mail” match.
also any fire into the smoke hex itself. Smoke is usually fired by artillery, but not all artillery
One final word! Keep focused on your main objective, and don’t worry about the time
units have this capability. You have in your forces an 81mm Mortar. Locate this unit now,
(number of Game Turns I mean—not the time of day and when you have to get up in the
and notice the smoke icon in the lower left corner of the unit info box. The icon is not
present on the lighter 60mm Mortar. Many off-board artillery units can also fire smoke. To morning). You may often feel like you don’t have enough turns to finish the mission. How-
ever, if you persevere, you’ll surprise yourself with the ways you find to win near the very
fire smoke, select a unit capable of firing smoke rounds, then hold the <Alt> key while the
end of the scenario.
game is in fire mode and right click on the target.
The proper use of smoke can be a very effective aid to storming a stubborn enemy …and you can trust me on the part about the enemy being tricky!!!
The Basics of Infantry Combat in Campaign Series Games will not be able to see spotted enemies until the next turn, you should always advance upon previous-
ly unviewed territory very carefully. I won’t get into the fundamentals of Campaign Series recon
by Eddy Acevedo since Glenn Saunder’s article (which can be found at http://battlefront.thegamers.net/strategy.html)
The theories of real life combat translate well into the Campaign Series games. That is, the real- is by far an already excellent work of informative tactics on the matter. I will however mention two
istic basics such as taking cover, coordinated attacks etc. are depicted very well and realistically in basic things about recon that will help your infantry’s offensive:
these computer WW2 recreations. The tactics that I will be laying down are the basic textbook rules
As your forces advance, pick the positions that will offer the maximum visibility so that you will
of infantry combat that I follow. As we all know however, in the heat of battle a situation can change
(hopefully) be able to survey enemies waiting in ambush or that are concealed from view. Keep
very quickly and what may have started to be a “by the book” maneuver could very well wind up
in mind, however, that your opponent may be watching you as well, so select the visible hex
being an “on the spot” reaction or decision. The basics that I will be describing are fundamental theo-
button to view any hexes before you that might put your recon units in jeopardy (as well as the
ries that can only be perfected through practice and experience and as I’ve said, these theories are not
rest of your advancing force). This is above all the most important aspect of recon. You do not
an end-all be-all of combat in the Campaign Series games. They will however dramatically improve
want your opponent viewing the approach of your aggressor forces for various reasons, such as
your game and make your victories much more decisive. TalonSoft’s Rising Sun brings several new
premature knowledge of your units and artillery spotting. Infantry are dangerously susceptible to
concepts to the Campaign Series games. I will cover the new rules and additions that have been
artillery barrages and even more so if they are riding in or upon vehicles.
included as that they will be integral to infantry combat and tactics Rising Sun-style. Although Rising
Sun has a unique feel that is effectively its own, the basics that I will primarily focus on are universal. In night scenarios as a general rule I do not have opportunity fire set. Allowing your units to fire
What I would like to share with you are my views on the fundamentals for infantry survival and at night will attract attention to their gunflashes. When moving at night, try not to be detected
effectiveness as I see them in the Campaign Series. until you reach your purpose or objective. Premature knowledge of your forces and their posi-
tions will give your opponent a basis in which to react, but if surprise can be achieved then he
The Assessment will clearly be at a disadvantage.
The number one basic rule in infantry combat and in every aspect of the game for that matter is Direction of attack: For this, recon is the most important part of your offensive. After you have
to always survey the map and assess the situation. Rotating a 3D-view map may help to see any determined the various positions of the opposing forces, you will now be offered the decision as to
nooks and crannies that can be easily overlooked otherwise. Take some time to view what lies before know where and how to deploy and commence the attack. This is an art in and of itself. Realizing the
your troops, plan where and how you are going to attack or defend. The map can offer many routes lay of the land can prove to be most beneficial.
of attack as well as routes for defense and having knowledge before hand is essential, as the battle The art of knowing where and how to attack will vary with the type of units being used. In this
will often guide itself around the contours of the land like water. With that in mind, while on the article however, I will primarily get into the fundamentals of the infantry unit.
defensive, watch and guard the positions that are the easiest to access and while on the offense,
Suppression fire: It is ideal to use suppression fire when advancing infantry. Once enemy positions
exploit those same areas.
have been viewed, use any appropriate artillery, tank, and or machinegun fire to lay down a hail of
If you are not playing with a time restriction, then take the time to review your troop’s strengths death in order to keep the enemy’s head down. Even if you obtain a disruption effect, that will reduce
and weigh them against your opponents’. Every unit has its use and its advantages. Even the appar- the defender’s attack by half and thus reduce the amount of damage they may do to your troops. The
ently weak units have theirs and more often than not, a good scenario is designed with these things in enemy units that are in range and the first that are on my list are enemy machineguns. They are effec-
mind. Infantry are the most versatile units and the very foundation of every army. Although infantry tively the primary killers of infantry. Next are any enemy mortars that may be within range. Lastly,
can be very effective, as every unit, they have their strengths and weaknesses as well as their uses. any enemy infantry positions that are to be assaulted or that effectively block an advance. These tech-
On The Offensive niques may vary given the situations, but they are the general rule that I follow.
One cannot take a defended position without the proper units. The scenarios have already taken Smoke is also incredibly useful as that it will not only block the line of sight (or LOS) if it is
these things into account and so you will normally be allocated the proper resources to get the job between units, but it will also halve any attacks that are being made into or out of it. The use of
done. Your mission as a commander is how to use what you have been given to their peak efficiency smoke becomes a skill as well—the timing of which can be crucial.
in the allotted time, a very difficult thing to master and an elusive concept that will often be grasped At night, a Starshell will help your units to see the enemy. On the offensive, I reserve Starshells
with hindsight. That being said, again, assessment of the situation becomes even more vital for a to light up a defended hex that I have plans for assaulting. This will give my machineguns and other
force on the offensive. If you haphazardly charge into the fray you will only ensure your own defeat. units laying down suppression fire a clear objective, increasing their effectiveness to cause casualties
By a Western outlook, those kind of tactics are best used when you outnumber your opponent 10 to and/or disruptions before the assault.
1 and even then it is not advised and was only effective in the times before the dawning of modern Suppression fire against Bunkers, Pillboxes and Caves play an equally vital role. To properly
weaponry (i.e., before the age of the rifle). However the Japanese have a very effective attack that, assault a defended hex containing one of these formidable defenses, suppression fire to soften up
although it can be desperately brutal in its delivery, will instill fear and panic in any enemy. The Ban- defending units will help to ensure that these objectives fall easier to your assault.
zai Attack will give a Japanese commander and his units the advantage of being able to traverse ter- Cover and the use of Double Time: Always use the cover of the terrain when advancing with
rain as if double-timing and assault numerous times. Depending at where your Japanese forces may infantry. Infantry can be incredibly formidable if they are not in open terrain. If the situation presents
be, they will be able to assault a defended position with alarming frequency since the defender’s ter- itself, begin your infantrys’ movement with the Double Time option and get them into hexes where
rain movement cost is nullified. I will have more to say about Banzai Attacks later. they will be in cover and/or be out of the line of fire. If your infantry are faced with having to rush
It is sufficient to say that in order to be effective in your offense, you should always plan your defenders with a good field of fire, then Double Time forward into hexes that minimize the defend-
advance carefully for you are the aggressor. Make sure that the hexes of advance will be reachable as er’s ability to cause damage. In other words, if there are defenders in several hexes that will be able to
you decide where you will proceed. In addition to these things, there are a few avenues that need to fire, then lessen that amount by getting your units into hexes which can be seen by the fewest defend-
be considered before launching the attack... ing units. This might not get your units out of danger, but it will save them from unnecessary overex-
Recon: This is probably the most difficult “art” to master in the Campaign Series games. Since you posure. Of course, the effects of Double Time can be detrimental as well, if any of the units’ further
144 TalonSoft’s rising sun TalonSoft’s rising sun 145
Appendices - the basics of infantry combat the basics of infantry combat - Appendices
advance or attack fall within the time that is being taken to recover from its effects. Double Timing ing on the “morale” display are in any unit Info Box, and then pressing the T hot key. The preserva-
infantry will cause Fatigue for two turns (the turn in which it is used and the turn thereafter) so using tion of morale is another reason to make good use of the terrain. Some terrain such as open, sand or
Double Time must be weighed against the given situation. Since Banzai Attacks cause fatigue in the shallow water can be detrimental to your unit’s morale, while other terrain such as village, forest, jun-
same manner as Double Time, I make sure that the charge will ultimately leave my troops in good gle and industrial can be very beneficial. It’s better to advance your infantry into morale-beneficial
and/or defensible cover. terrain than it is to keep them in terrain that only aides in the loss of more SP. Even with the high
Some words from my comrade Glenn Saunders may help further to understand the intricacies of morale that the Japanese force has, a Japanese commander would be wise to adhere to this strategy.
Double Time: The Japanese Banzai Attack: The Banzai attack can be a most effective way of dislodging stub-
“Select a unit and press the ‘Reachable Hexes’ button. You can see this unit cannot go very far. If born defenders from their positions. By issuing a Banzai Attack the Japanese commander orders his
you press the <F2> key with the unit selected you will see the Unit Handbook and the unit’s men to rush the enemy and not stop until either dead or victorious. The Banzai Attack is a double-
movement cost for a given hex. However you can always Double Time! Pressing the ‘Double edged sword, however. Fatigue, an lessened cover and the fact that units cannot retreat are all factors
Time’ button on the toolbar will extend the unit’s movement range by allowing it to move at a that a Japanese commander needs to assess before making the decision to overrun his foe by sending
cost of 75% the normal movement cost. But will that be enough in this case? Will it be enough to in a charging Banzai Attack. These factors all cause an increased chance for casualties, but such is the
extend the range of this unit by an extra hex this turn? This is one of the “Age Old” questions of sacrifice that a Japanese soldier must make for their emperor if given the order. To further rationalize
players of the Campaign Series. And the answer is really quite simple although I will spare you the effects that may be detrimental, it is necessary to review them in some detail.
the math. Units using Double Time effectively have 133 APs to expend in a turn. For more infor- Troops that conduct a Banzai Attack become Fatigued; realizing where these units will end up is
mation on Double Time and its effects, consult the Player Guide. But keep the 133 number in recommended. The rules of terrain and cover should always be considered and although the situation
mind and then you can easily work out when Double Time will benefit your movement.” may offer a pursuit of retreating forces (i.e., continuing the charge), a commander needs to quell his
Attack in mass: The use of attacking in mass is the involvement of several units in one hex, but this bloodlust for the better of his men. Assess the terrain and the situation.
can also be dangerous and the factors of the given situation will need to be assessed. If you have over Banzai Attacks are most effective during the night. Given that the lessening of terrain protection
12 SP in a given hex, a “Target density value” is then added to the attacker’s chances of causing dam- during a Banzai Attack can hamper its effectiveness, gearing up for a charge at night and using ter-
age (that is, a bonus is given to your enemy if you have over 12 SP in any given hex). However, try rain will help to ensure its success. An 0.1 change in the TEM may not seem like a lot, but that 10%
not to separate your forces too thinly. Here are some considerations for attacking in mass: change can go a long way in disrupting your plans. The limited viewable hex area of night will allow
1) Your troops will be able to concentrate their attacks in force as well as have more firepower. a crafty Japanese commander to gather his troops within nearby hexes out of LOS to prepare for a
This is especially helpful if they have been set for “opportunity fire”. In an ambush, massed units charge that could very well mean the destruction of his foe. Such an effort however will be disrupted
can seriously hamper a counterattack or advance. if your men give their positions away by firing first. Firing at night results in gunflashes and this will
2) Attacking in mass should include a commander. A commander who is present will help units allow your enemy to fire in your occupied hex, which in turn can disrupt your units or cause worse
recover morale, effectively increase the units’ morale and improve the units’ attacks up to the damage including foiling your advance and or assault. As a general rule, I turn off opportunity fire
commander’s APs relative to the units’ attack value. when I am on the offensive and gearing up for a Banzai attack.
3) Having several pockets of massed infantry advancing towards an objective will give you the Keep in mind that once the decision is made, there is no turning back. Your men do not have the
chance to break the group and surround the defending units to cause the glorious “Assault”. The option to retreat so platoons taking excessive fire must continue the charge and leave behind their
formula for assaulting goes something like this: Disrupt - Surround - Assault. Make sure that dead and wounded. In game terms, a Japanese unit charging does not have the option to retreat and
your assaulting troops are not low on ammo (or they will assault at ¾ effectiveness) or disrupted so the chances for a casualty “effect” is essentially increased.
(which will render them unable to assault). But even a disrupted or low-ammo unit can be effec- Lastly, before performing the Banzai Attack morale check, make sure that all the units that
tive if only to prevent the assaulted troops from having a hex in which to retreat. Another tech- should be used in a suppression fire role (and that are in range of and subservient to the leader who is
nique in which attacking in mass is useful for is that it will give you enough troops to draw any preparing to give the order) conduct their suppression fire before the command for a charge is given.
opportunity fire that the defenders may have and then advance to continue the assault more If not, they will be conducting their attacks in a fatigued state instead of at their full fire value.
effectively. Tanks can play a huge role in this tactic, soaking up defending infantry fire with a Advancing In the Night: Among the new additions to the Campaign Series night scenarios offer a
much higher chance for survival. A properly executed assault will capture or eliminate an encir- whole new level to an advance. This addition and its rules not only create a greater sense of story and
cled opponent. Assaulting is a method particularly useful when trying to quickly disperse of a drama; they add more to tactics and to the overall complexity of these games. While night rules offer
pocket of stubborn defenders. different and mostly beneficial aspects to a battle, the basic principles of infantry tactics that I have
4) Having sufficient troops for an assault is key. The primary strength of the Japanese forces is previously mentioned should still be kept in mind if not in practice. However one further night addi-
their ability to assault their enemies without mercy. The already formidable form of attack is tion needs to be addressed:
amplified by the Japanese charge known as the Banzai Attack. Nothing strikes terror into a foe Using Starshells: The use of these items can be as tricky as they are helpful. Star Shells will greatly
more than a wave of charging soldiers howling for blood. But in order to conduct this tactic of improve a combat night situation. The most beneficial use of Star Shells is the visibility that they pro-
overpowering and terror a commander needs to ensure that he has enough forces in his “mass” vide. Once the enemy are in what is now considered “Daytime LOS”, they are much more suscepti-
to proceed effectively. ble to direct fire and can be easily spotted. Typically, I will use any nearby disrupted or low on ammo
Keep an Eye on Your Troops’ Morale: Nothing is more frustrating than charging an occupied units (in that order) to attempt to make firing a Star Shell successful. Although tactics may differ
position with vigor and confidence and then have your men “high tail it” after being hit by enemy slightly from offense to defense, a good rule to follow when firing Star Shells is to fire them a hex
fire. This not only causes a crucial upset in the progression of your attack, but also can send your behind the target hex in which to want to illuminate. If this works then this tactic will leave your units
troops into territory that can be equally if not more dangerous than the one that they were fleeing in darkness while lighting up the enemy’s position.
from. You can quickly assess the current morale of your units (when in any 3D map mode) by click- a) Offense: To further ensure that the potential damage to my forces is minimized, I will target a
146 TalonSoft’s rising sun TalonSoft’s rising sun 147
Appendices - the basics of infantry combat the basics of infantry combat - Appendices
hex one hex away from the defended positions. Since the effective range is two hexes, the lit area Using Cover: Again, cover plays a crucial role in the defense of a given position. If your infantry
will encompass the defended hex while keeping any outlying aggressor units within cover. Gen- are not in Improved Positions, then one of the better tactics is to begin to create such positions quick-
erally when on the offensive I reserve using Star Shells for an assault. ly before your opponent reaches the objective. The effects of land are cumulative, so any Improved
b) Defense: Using Star Shells can be used just as aggressively as on the offensive, but generally Positions built in hexes that contain good defensive terrain (such as villages, forest, etc.) are ideal
they are to be used to light an area in which it is thought that excessive enemy activity is occur- places to fortify. Good defensive terrain will also help lessen damage being done and thus secure the
ring. preservation of the defense. A solid approach to infantry defense is to set up positions near or around
Cracking Bunkers: While I have generally covered the general practice of not only assaulting a high-movement-cost terrain. This will hamper the enemy’s progress while giving you more chances
to cause casualties within his ranks. Just as with the methods of advancing, these types of terrain also
position, but assaulting Bunkers, Pillboxes and caves, I thought it best to reiterate this design note
from page 57 of this Player’s Guide: help with the morale checks of your units. A commander does not want his troops fleeing from the
approach of the enemy.
“Rising Sun—with its Bunker, Pillbox and Cave complexes—gives a different battlefield experi-
Defending in Mass: Defending positions with a small amount of troops can be more detrimental
ence than that of other games in the Campaign Series. Defensive positions composed of Bunkers than efficient. A solid defense needs the support of several platoons. Remember however that the rule
and/or Pillboxes are not likely to fall easily. You cannot realistically expect to dig out the defenders of “Target density value” applies to defense as well.
on your first try (i.e., in one six minute game turn). A plentiful supply of guts, bayonets, and
patience—with a certain measure of good luck added in—are required to be successful in “bunker A key position should not only maintain supportive fire, but any units within its hex should be
busting”. In game terms, this translates into (1) time to reduce the strength of the defenders and to units with high Defense values. If an assaulting unit can be kept from winning an assault, every turn
that it is left in surrounding terrain gives you another chance at disrupting and or weakening the
disrupt them... [I try to reduce both the number of enemy units by picking on the weaker ones
(since +5 is added to each unit in a Pillbox or Bunker, eliminating even a 1-SP unit can greatly attacking force. Defending in mass will also help to insure that a Banzai-Attacking Japanese force
will not continue their assault without taking considerable casualties. This will also give you the
reduce the overall defensive strength) and disrupt the larger-SP infantry units to reduce the overall
opportunity to counterattack while they are fatigued. If all you have are a small amount of troops
defense.] ...(2) multiple assaults (per turn if possible) with good odds... [I define “good” as 2-1 or
spread thinly then you will certainly be giving your opponent a clear indication to continue his
better] ...and finally, (3) a good “die roll”. It is sometimes better to attempt two assaults at 2-to-1
advance and or assault. This is even more critical in night scenarios. Because of limited LOS, thinly
odds on a stubborn position than it is to try one assault at 4-to-1 odds.”
spread platoons might find themselves quickly isolated and cut off from immediate help.
On The Defensive Know When to Fold: There will be times when a position must be abandoned for the greater
The basic principles of offensive strategy can be applied to defense as well. The job of defense is good. A defender in the Campaign Series needs to keep the attacker from getting enough VPs before
slightly easier than that of offense, but the challenges are still present. Although most of the time the allotted time, but needs to take care that his troops are not lost in the process. Most “line” infantry
defending units will be stagnant in their positions, they do not necessarily need to be locked into that units will have 5 to 6 SP. At 3 or 4 VP per SP, that makes for a lot of VPs to gain or lose. If the situa-
mind-frame. As the battle moves and flows about the landscape there may be a need to reposition tion looks as if holding an objective is going to cost both the objective and a greater amount of casu-
your defending troops. The principles of recon and direction of attack apply to defending infantry as alty VP, then it is best to evacuate those units to better positions. Perhaps their efforts can be better
well. Knowing which direction your opponent is coming from can be extremely important, if not used at a different, more valuable objective or perhaps those very same units can take up new defend-
vital. If you don’t have a clear LOS to the most accessible points of attack, then the most effective able positions on avenues of approach and cause suppression fire. It is a command decision that can
thing to do is to move units where they can get the best visibility. You will then be able to see your make or break a battle. If indeed the decision to withdraw has been decided upon, it is best to Double
enemy’s troop strength and have time to react to his actions. Being on the defensive, you have the Time infantry to the farthest positions (assuming that enough APs are available)—ideally now out of
advantage, but a sharp-witted opponent can exploit any weaknesses and quickly flank stagnant the line of visibility—and take time to secure a new area. Building Improved Positions now would
defended positions. This can be especially dangerous if you are defending exit points. Infantry excel not be advised due to the low chance of success (10% per turn), but cover is always the best option.
when defending, it is what they do best, but they can’t do that task efficiently without adhering to cer- Summary
tain basics:
These are my fundamental dissertations on the basics of infantry combat in the Campaign Series.
Supporting Fire: The objective of a defense is not only to protect the valuable positions, but also I hope that they will be as useful to you as they are to me. The steady practice of these techniques
to stall an advance, by causing a considerable amount of casualties to the attacker. Make sure that will hone your infantry command skills. I would like to stress again however that a given situation
the avenues of approach are covered by numerous positions. If there is only one position of defense, can be ever changing, but if you have the foundation of proper technique, then changing situations
then there is a greater chance of that position being cutoff or overrun. With multiple defended posi- will become more manageable and less chaotic.
tions within range of supporting fire, there is the addition of protection and the increase in the
Just as real life tactics translate nicely in the Campaign Series, I have found a certain book to be
chance to get your opponent in a deadly crossfire. Since infantry ranges of attack are not very high,
immeasurable in the tactical wisdom that is held within its pages. Sun Tzu’s THE ART OF WAR may
this becomes more of a necessity. To compensate for infantry ranges, machineguns and mortars are
deal with ancient Chinese warfare, but its fundamental principles still relate perfectly to the modern
the perfect addition to an infantry defense. A well-placed machinegun or mortar can be very formi-
age and can even be applied to the computer Campaign Series that we all know and love.
dable with its ability to hit attackers from a greater distance. These will be the killing arm of infantry
defense, leaving other defending infantry to keep their positions from being overrun as well as I would like to thank all those whom have made my love of this game more enjoyable and to all
assisting in defensive fire upon any units that may have advanced to be within the range of the those that have helped me make this article possible. Thanks goes out to all my mates in “The Beta
defended positions. Brigade”; TalonSoft and all those who have helped create and make these games what they are—an
outstanding set of WW2 wargames; all of my comrades that have kicked my butt or have had theirs
On a further note, the use of Starshells can play a vital role in infantry defense and supporting kicked by me; and special thanks to Glenn Saunders for all his help, patience and inspiration.
fire. The best time to fire a Starshell is when enemy units begin to gather around an objective that
Eddy Acevedo
they are wishing to assault. By firing Starshells, you will catch them like deer in headlights and then a
killing field will most definitely follow.
148 TalonSoft’s rising sun TalonSoft’s rising sun 149
Appendices - scenario chart
Scenario Scenario Historical First Complex. Game Ground
FROM Filename Title Date Designer* Side Axis Allied Rating Turns Cond. Visibility
TRS Shing Mun Cracking the Gin Drinkers' Line 10 Dec 41 DB Axis Japanese CW-Brit 4 16 soft N (12)
TRS Asun Blitzkrieg in Malaya 11 Dec 41 DB Axis Japanese CW-India 4 19 soft 4
TRS Wong Nei Tarnished Honour 19 Dec 41 S & B Axis Japanese CW-Cdn 6 15 dry 10
TRS Taukkyan Taukkyan Roadblock 7 Mar 42 DB Allies Japanese CW-Brit 4 16 soft 6
TRS Tulagi Action in the Solomons 7 Aug 42 DB Allies Japanese US 3 25 dry 6
TRS Tenaru Trouble Along the Ilu 21 Aug 42 DB Axis Japanese US 3 20 dry N (17)
TRS Kilabo Showdown at Milne Bay 28 Aug 42 DB Axis Japanese US/CW-Aus 3 16 mud 8
TRS Matanikau Clash on the Matanikau 23 Oct 42 DB Axis Japanese US 4 20 soft 4
TRS Duropa Battering at Buna 19 Nov 42 DB Allies Japanese US 4 18 soft 2
TRS Bootcamp1† BC1: Advance to Contact 19 Nov 42 S & B Allies Japanese US 1 10 soft 5
TRS Bootcamp2† BC2: The Enemy Awaits 21 Nov 42 S & B Allies Japanese US 2 14 dry 20
TRS Bootcamp3† BC3: Bunker Busting! 22 Nov 42 S & B Allies Japanese US/Aus 2 16 dry 20
TRS Bootcamp4† BC4: Cry in the Dark 23 Nov 42 S & B Axis Japanese US/Aus 2 14 dry N (16)
TRS Wau A New Strategy 28 Jan 43 DB Axis Japanese CW-Aus 5 25 soft 4
TRS Kyaikthin The Burma Railroad 3 Mar 43 S & B Axis Japanese CW-Chindit 2 12 dry N (6)
TRS Clevesy Pass When the Snow Tiger Pounced! 29 May 43 S & B Axis Japanese US 4 16 snow N (12)
TRS Nadzab† Airborne Guinea Pigs 5 Sep 43 S & B Allies Japanese US/Aus 5 14 soft 10
TRS Betio Line of Departure: Tarawa 20 Nov 43 DB Allies Japanese US 7 26 soft 8
TRS Hellzapoppin Hellzapoppin Ridge 18 Dec 43 DB Allies Japanese US 5 24 soft 8
TRS Roi Crossfire of Steel: Roi 1 Feb 44 DB Allies Japanese US 6 17 soft 6
TRS Kwajalein A Small Piece of Hell: Kwajalein 1 Feb 44 DB Allies Japanese US 9 38 soft 8
TRS Kameng The Last Push 4 Apr 44 GC Axis Japanese CW-Ind 5 14 soft 10
TRS Kohima First Clash at Kohima 5 Apr 44 BG Allies Japanese CW-Brit/Ind 5 16 soft 12
TRS Jotsoma Relief of Kohima 14 Apr 44 BG Allies Japanese CW-Brit/Ind 6 18 soft 5
TRS Myitkyina Merchant of Venice 17 May 44 JS Allies Japanese US 4 10 soft 8
TRS Wakde Tutorial–Storming Wakde Island 17 May 44 DB Allies Japanese US 4 22 dry 7
TRS Mokmer Hurricane on Biak 28 May 44 DB Axis Japanese US 4 18 dry 6
† Hypothetical Scenario Bold shows suggested side to play Italics shows “Head to Head” Scenario *: see see Key to Scenario Designers on the following page.
152 TalonSoft’srisingsun
japanese Unit Data - Appendices
JAPANESE Strength Victory Assault Defense Opt. Armor Firing Loading Unload Start Start End End
UNIT NAME Points Points Value Value F S R Cost Cost Cost Month Year Month Year
Horses 6 6 0 1 0 0 0 0 50 50 12 41 12 46
Bicycles 6 6 0 1 0 0 0 0 10 10 12 41 12 46
Boats 6 6 0 1 0 0 0 0 50 10 12 41 12 46
Rafts 6 6 0 1 0 0 0 0 50 10 12 41 12 46
Daihatsu Landing Craft 6 12 1 6 0 0 0 35 0 0 12 41 12 46
Shohatsu Landing Craft 6 12 1 2 8 6 6 35 0 0 12 41 12 46
154
japanese Unit Data - Appendices
JAPANESE Strength Victory Assault Defense Opt. Armor Firing Loading Unload Start Start End End
UNIT NAME Points Points Value Value F S R Cost Cost Cost Month Year Month Year
Anti-Tank Rifle Platoon 2 4 0 3 0 0 0 35 50 50 12 41 12 46
Cavalry Platoon 6 18 5 5 0 0 0 35 50 25 12 41 12 46
Cavalry Platoon 6 18 5 5 0 0 0 35 50 25 12 41 12 46
Cavalry Platoon 6 18 5 5 0 0 0 35 50 25 12 41 12 46
Anti-Aircraft Machinegun Platoon 2 6 1 5 0 0 0 35 50 50 12 41 12 46
Heavy Anti-Aircraft Machinegun Platoon 2 8 1 5 0 0 0 35 51 50 12 41 12 46
Battalion HQ (foot) 2 18 0 2 0 0 0 35 50 50 12 41 12 46
Battalion HQ (mot.) 2 24 0 2 0 0 0 35 0 0 12 41 12 46
Regimental HQ (foot) 3 21 0 3 0 0 0 35 50 50 12 41 12 46
Regimental HQ (mot.) 3 27 0 3 0 0 0 35 0 0 12 41 12 46
Brigade HQ 3 30 0 3 0 0 0 35 0 0 12 41 12 46
Divisional HQ 4 40 0 4 0 0 0 35 0 0 12 41 12 46
Corps HQ 5 45 0 5 0 0 0 35 0 0 12 41 12 46
Army HQ 6 54 0 6 0 0 0 35 0 0 12 41 12 46
Commander 1 1* 4 0 1 0 0 0 0 10 10 12 41 12 46
Commander 2 2* 8 0 1 0 0 0 0 10 10 12 41 12 46
Commander 3 3* 12 0 1 0 0 0 0 10 10 12 41 12 46
Commander 4 4* 16 0 1 0 0 0 0 10 10 12 41 12 46
Commander 5 5* 20 0 1 0 0 0 0 10 10 12 41 12 46
Commander 1 (mot.) 1* 6 0 1 0 0 0 0 0 0 12 41 12 46
Commander 2 (mot.) 2* 12 0 1 0 0 0 0 0 0 12 41 12 46
Commander 3 (mot.) 3* 18 0 1 0 0 0 0 0 0 12 41 12 46
Commander 4 (mot.) 4* 24 0 1 0 0 0 0 0 0 12 41 12 46
Commander 5 (mot.) 5* 30 0 1 0 0 0 0 0 0 12 41 12 46
“Strength Points” are SP/platoon “Victory Points” is VP/Platoon (of listed SP)
156
japanese Weapon Data - Appendices
JAPANESE RANGE
UNIT NAME 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 70 80 90 100110
Type 1 HO-NI 75mm S-P Howitzers 14 12 10 8 6 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1
12 12 12 12 12 11 11 11 11 10 10 10 10 9 9 9 9 8 8 8
Type 4 HO-RO 150mm S-P How. 10 8 6 4 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2
24 24 24 23 23 22 22 21 21 20 20 19 19 18 18 17 17 16 15 14
Daihatsu Landing Craft 2
4 2
Shohatsu Landing Craft 2
3 2
Year-11-Type 70mm Mortars 0 0 1 1 1 1
0 0 10 8 6 4
Type 97 81mm Mortars 2 2 2 2 2 1 1 1 1 1 1 1
17 17 16 16 15 9 9 8 8 7 7 6
Type 97 90mm Mortars 0 0 2 2 2 2 2 1 1 1 1 1 1 1 1
0 0 16 16 16 15 15 14 14 13 12 12 11 10 10
Type 97 150mm Mortars 0 0 3 3 3 3 3 3 3 2 2 2 2 2 2 2 2
0 0 24 24 23 23 22 21 20 19 18 17 16 15 14 13 12
Year-11-Type 37mm Infantry Guns 4 3 2
6 5 4 3 2
Type 92 70mm Infantry Guns 4 2 1
11 11 11 10 10 9 9 8 8 7 6
Year-41-Type 75mm Infantry Guns 8 5 3 1
12 12 12 11 11 11 10 10 9 9 9 8 8 7 7 6 6 5 5 4
Type 94 37mm Anti-Tank Guns 6 5 4
6 5 4 3 2 1
Type 1 47mm Anti-Tank Guns 9 7 6 5 4
6 6 5 5 4 4 3 2
Type 94 75mm Mountain Guns 8 5 3 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
12 12 12 12 12 11 11 11 11 11 10 10 10 10 10 9 9 9 9 9 6
Improved Yr-38-Type 75mm Fld. Guns 10 8 6 3 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
12 12 12 12 12 12 11 11 11 11 11 11 10 10 10 10 10 10 9 9 8 6
JAPANESE RANGE
UNIT NAME 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 70 80 90 100110
Type 90 75mm Field Guns 15 14 13 12 10 8 6 3 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
12 12 12 12 12 12 12 12 11 11 11 11 11 11 11 11 10 10 10 10 9 8 6
Type 91 105mm Howitzers 10 8 6 3 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
18 18 18 18 17 17 17 17 16 16 16 16 15 15 15 15 14 14 14 14 11 8
Type 92 105mm Field Guns 15 13 10 8 6 3 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
18 18 18 18 18 18 17 17 17 17 17 17 16 16 16 16 16 16 15 15 14 12 11 9 8
Year-38-Type120mm Howitzers 8 4 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
21 21 21 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 12 11
Year-4-Type150mm Howitzers 14 12 9 6 3 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2
24 24 24 24 23 23 23 23 22 22 22 21 21 21 20 20 20 19 19 19 16
Type 96 150mm Howitzers 16 14 12 9 6 3 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2
24 24 24 24 24 23 23 23 23 23 22 22 22 22 21 21 21 21 20 20 18 14
Type 89 150mm Guns 18 16 14 12 9 6 3 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2
24 24 24 24 24 24 24 23 23 23 23 23 23 23 22 22 22 22 22 22 20 18 17 15 13 11
Year-3-Type 80mm DP Guns 8 7 6 5 4 3
12 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5
Type 98 Twin 100mm DP Guns 50 48 46 44 42 40 38 36 34 32 30 28 26 24 22 20 18 16 14 12
26 26 26 26 25 25 25 25 24 24 24 24 23 23 23 22 22 22 21 21
Year-10-Type 120mm DP Guns 40 38 36 34 32 30 28 26 24 22 20 18 16 15 14 13 12 11 10 9
21 21 21 21 20 20 20 20 19 19 19 18 18 18 17 17 17 16 16 16
Type 89 Twin 127mm DP Guns 36 34 32 31 29 27 25 23 22 20 18 16 14 14 13 12 11 10 9 8
36 36 36 35 35 35 34 34 34 33 33 33 32 32 31 31 30 30 29 29
Year-3-Type 140mm Coast-Def. Guns 60 57 54 51 48 45 42 39 36 33 30 28 26 24 22 20 18 17 16 15
22 22 22 22 21 21 21 21 20 20 20 20 19 19 19 18 18 18 17 17
Type 96 150mm Coast-Def. Guns 20 18 16 14 12 9 6 3 2 2 2 2 2 2 2 2 2 2 2 2
24 24 24 23 23 23 22 22 22 21 21 21 20 20 20 19 19 19 18 18
Type 93 Twin 13.2mm A-A Guns 3 1
12 10 8 6
Type 98 20mm Anti-Aircraft Guns 4 3
9 8 7 5 4
158
japanese Weapon Data - Appendices
JAPANESE RANGE
UNIT NAME 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 70 80 90 100110
Type 96 25mm Anti-Aircraft Guns 5 3 1
10 9 8 7 6 5 Upper line is nominal Attack Strength vs. Hard (armored) Target
Type 96 Twin 25mm A-A Guns 6 4 2 Lower line is nominal Attack Strength vs. Soft (unarmored) Target
15 14 13 11 9 7 Note: Only armed units capable of ranged fire are listed in these
Type 96 Triple 25mm A-A Guns 7 5 3 Weapon Data charts; i.e., unarmed transport and leaders are not listed
20 18 16 14 12 10
Type 88 75mm Anti-Aircraft Guns 18 17 16 14 12 10 8 6
12 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5
Type 99 88mm Anti-Aircraft Guns 22 21 20 19 18 16 14 12 10 8 6 4
14 14 13 13 12 12 11 11 10 10 9 9 8 8 7 7 6 6
120mm Naval Guns 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 1 1 1 1
24 24 24 24 24 24 24 23 23 23 23 23 23 23 22 22 22 22 22 22 20 18 16 13
140mm Naval Guns 12 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 1 1 1 1 1
26 26 26 26 26 25 25 25 25 25 24 24 24 24 24 24 23 23 23 23 21 19 17 15 13
155mm Naval Guns 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11 2 2 2 2 2 2 2
27 27 27 27 27 27 27 27 27 26 26 26 26 26 26 26 26 26 25 25 24 23 21 20 18 16 14
200mm Naval Guns 24 24 23 23 22 22 21 21 20 20 19 19 18 18 17 17 16 16 15 15 6 4 4 4 4 4 4 4 4
33 33 33 33 33 33 33 33 32 32 32 32 32 32 32 32 31 31 31 31 30 28 27 26 24 22 21 19 17
360mm Naval Guns 30 30 29 29 28 28 27 27 26 26 25 25 24 24 23 23 22 22 21 21 12 8 8 8 8 8 8 8 8
62 62 62 62 62 62 62 62 62 62 61 61 61 61 61 61 61 61 61 61 60 59 57 56 55 54 53 51 50
410mm Naval Guns 34 34 33 33 32 32 31 31 30 30 29 29 28 28 27 27 26 26 25 25 16 10 10 10 10 10 10 10 10
70 70 70 70 70 70 70 70 70 69 69 69 69 69 69 69 69 69 68 68 67 66 65 63 62 61 59 58 56
Rifle Platoon (2nd line) 2
6 4 2
Rifle Platoon (1st line) 2
7 5 3
Rifle Platoon (elite) 3
8 6 4
Parachute Infantry Platoon 2
7 5 4
159
Appendices - japanese Weapon Data
160
u.k./commonwealth Unit Data - Appendices
U.K./COMMONWEALTH Strength Victory Assault Defense Opt. Armor Firing Loading Unload Start Start End End
UNIT NAME Points Points Value Value F S R Cost Cost Cost Month Year Month Year
Mark VIB Light Tanks 3 9 3 4 4 1 1 40 0 0 2 42 3 42
Stuart I Light Tanks 3 9 4 4 4 2 2 45 0 0 3 42 1 43
Stuart III Light Tanks 3 9 4 4 4 2 2 40 0 0 3 44 8 45
Lee Medium Tanks 3 15 6 7 7 4 4 50 0 0 12 43 8 45
Sherman Medium Tanks 3 15 7 8 8 4 4 35 0 0 12 44 8 45
Matilda II Infantry Tanks 3 15 3 10 10 8 7 35 0 0 10 43 8 45
Matilda II Flamethrower Tanks 2 10 6 10 10 8 7 35 0 0 7 45 8 45
Valentine III Infantry Tanks 3 12 3 7 7 6 5 40 0 0 2 44 10 44
Daimler Scout Cars 2 4 1 2 2 1 1 40 0 0 12 41 8 45
Stuart Recce 2 6 2 4 4 2 2 40 0 0 12 43 8 45
Light Reconnaissance Cars 2 4 1 2 2 1 1 40 0 0 12 43 8 45
Marmon-Herrington MFF Armoured Cars 3 6 2 2 2 1 1 40 0 0 12 41 12 42
Humber III Armoured Cars 2 6 3 2 2 1 1 35 0 0 11 42 8 45
Humber IV Armoured Cars 2 8 3 2 2 1 1 40 0 0 1 45 8 45
Daimler Armoured Cars 2 8 3 2 2 1 1 35 0 0 6 44 8 45
Priest Self-Propelled 105mm Howitzers 4 28 1 3 3 1 1 50 0 0 11 44 8 45
Carriers 3 9 1 2 2 1 1 40 0 0 12 41 8 45
MMG Carriers 4 8 2 2 2 1 1 35 0 0 12 41 8 45
Indian Pattern Carriers 6 18 1 3 3 1 1 40 0 0 11 42 8 45
DUKW Amphibious Trucks 6 12 0 1 0 0 0 0 0 0 12 43 8 45
2pdr Portee Anti-Tank Trucks 6 12 1 1 0 0 0 50 0 0 3 42 5 42
Morris C9/B 40mm Anti-Aircraft Trucks 6 18 1 1 0 0 0 50 0 0 12 43 8 45
Loyd Carriers 6 6 0 1 0 0 0 0 0 0 12 41 8 45
Quad Field Artillery Tractors 6 6 0 1 0 0 0 0 0 0 12 41 8 45
Jeeps 4 4 0 1 0 0 0 0 0 0 12 41 8 45
Trucks 6 6 0 1 0 0 0 0 0 0 12 41 8 45
Wagons 6 6 0 1 0 0 0 0 0 0 12 41 8 45
“Strength Points” are SP/platoon “Victory Points” is VP/Platoon (of listed SP)
TalonSoft’s rising sun 161
Appendices - u.k./commonwealth Unit Data
U.K./COMMONWEALTH Strength Victory Assault Defense Opt. Armor Firing Loading Unload Start Start End End
UNIT NAME Points Points Value Value F S R Cost Cost Cost Month Year Month Year
Boats 6 12 0 1 0 0 0 0 50 10 12 41 8 45
Rafts 6 6 0 1 0 0 0 0 50 10 12 41 8 45
Landing Craft Personnel 6 18 1 2 0 0 0 35 0 0 1 44 8 45
Landing Craft Vehicle Personnel 6 30 2 8 8 6 6 35 0 0 9 43 8 45
Landing Craft Assault 6 24 1 10 10 7 7 40 0 0 1 44 1 45
Landing Craft Mechanized 6 30 2 12 12 9 9 35 0 0 9 43 8 45
Landing Craft Tank 6 36 6 16 16 12 12 33 0 0 12 44 8 45
OML 3-inch Mortars 2 4 0 3 0 0 0 40 50 50 12 41 8 42
OML 3-inch Mortars 2 6 0 3 0 0 0 40 50 50 9 42 8 45
OSB 4.2-inch Mortars 2 8 0 4 0 0 0 50 50 50 5 44 8 45
OSB 4.2-inch Mortars 4 16 0 4 0 0 0 50 50 50 5 44 8 45
OQF 2-Pounder Anti-Tank Guns 4 8 0 4 0 0 0 35 50 25 12 41 8 45
OQF 6-Pounder Anti-Tank Guns 2 6 0 4 0 0 0 40 50 25 12 43 8 45
OQF 6-Pounder Anti-Tank Guns 4 12 0 4 0 0 0 40 50 25 12 43 8 45
OQF 75mm Mark 1 Anti-Tank Guns 4 16 0 4 0 0 0 40 50 50 12 41 02 42
OQF 75mm Mark 1 Pack Howitzers 3 12 0 3 0 0 0 40 50 50 11 44 8 45
OQF 18-Pounder Field Guns 4 20 0 4 0 0 0 40 50 50 12 41 12 42
OQF 25-Pounder (Short) Field Guns 4 20 0 4 0 0 0 35 50 50 7 43 8 45
OQF 25-Pounder Field Guns 4 20 0 4 0 0 0 35 50 50 12 41 8 45
OQF 3.7-inch Mountain Howitzers 4 20 0 4 0 0 0 40 50 50 12 41 8 45
OQF 4.5-inch Howitzers 4 20 0 3 0 0 0 40 50 50 12 41 12 42
OBL 5.5-inch Gun-Howitzers 4 24 0 3 0 0 0 50 50 50 12 43 8 45
OBL 6-inch Howitzers 4 20 0 2 0 0 0 50 50 50 12 41 8 45
OBL 7.2-inch Howitzers Mk I 4 24 0 2 0 0 0 100 100 100 10 44 8 45
OQF 40mm Anti-Aircraft Guns 4 12 0 3 0 0 0 33 50 50 12 41 8 45
OQF 40mm Anti-Aircraft Guns 6 18 0 3 0 0 0 33 50 50 12 41 8 45
OQF 3-inch Anti-Aircraft Guns 4 16 0 3 0 0 0 100 100 100 12 41 8 45
“Strength Points” are SP/platoon “Victory Points” is VP/Platoon (of listed SP)
162 TalonSoft’s rising sun
u.k./commonwealth Unit Data - Appendices
U.K./COMMONWEALTH Strength Victory Assault Defense Opt. Armor Firing Loading Unload Start Start End End
UNIT NAME Points Points Value Value F S R Cost Cost Cost Month Year Month Year
OQF 3.7-inch Anti-Aircraft Guns 4 16 0 3 0 0 0 100 100 100 12 41 8 45
4-inch Naval Guns 3 - 0 0 0 0 0 33 0 0 12 41 8 45
4.7-inch Naval Guns 4 - 0 0 0 0 0 33 0 0 12 41 8 45
5.25-inch Naval Guns 4 - 0 0 0 0 0 33 0 0 12 41 8 45
6-inch Naval Guns 3 - 0 0 0 0 0 50 0 0 12 41 8 45
8-inch Naval Guns 4 - 0 0 0 0 0 50 0 0 12 41 8 45
14-inch Naval Guns 5 - 0 0 0 0 0 100 0 0 12 41 8 45
15-inch Naval Guns 4 - 0 0 0 0 0 100 0 0 12 41 8 45
16-inch Naval Guns 3 - 0 0 0 0 0 100 0 0 12 41 8 45
Carrier Rifle Section 3 3 2 3 0 0 0 35 50 25 12 41 8 45
Rifle Platoon 6 18 4 7 0 0 0 35 50 25 12 41 6 43
Rifle Platoon 6 18 4 7 0 0 0 35 50 25 7 43 8 45
Burma Rifles Platoon 6 18 3 6 0 0 0 35 50 25 12 41 8 45
Parachute Infantry Platoon 6 24 6 8 0 0 0 35 50 25 7 43 8 45
Commando Platoon 6 24 6 7 0 0 0 35 50 25 1 44 8 45
Native Irregular Platoon 6 12 2 6 0 0 0 50 50 25 12 41 8 45
Engineer Platoon 6 24 7 7 0 0 0 35 50 50 12 41 8 45
Machinegun Section 2 6 1 4 0 0 0 35 50 25 12 41 8 45
Machinegun Platoon 4 12 2 7 0 0 0 35 50 25 12 41 8 45
Anti-Aircraft Machinegun Platoon 2 4 2 4 0 0 0 35 50 50 12 41 8 45
“Strength Points” are SP/platoon “Victory Points” is VP/Platoon (of listed SP)
U.K./COMMONWEALTH Strength Victory Assault Defense Opt. Armor Firing Loading Unload Start Start End End
UNIT NAME Points Points Value Value F S R Cost Cost Cost Month Year Month Year
Battalion HQ (foot) 2 18 0 2 0 0 0 35 50 50 12 41 8 45
Battalion HQ (mot.) 2 24 0 2 0 0 0 35 0 0 12 41 8 45
Regimental HQ (foot) 3 21 0 3 0 0 0 35 50 50 12 41 8 45
Regimental HQ (mot.) 3 27 0 3 0 0 0 35 0 0 12 41 8 45
Brigade HQ 3 30 0 3 0 0 0 35 0 0 12 41 8 45
Divisional HQ 4 40 0 4 0 0 0 35 0 0 12 41 8 45
Corps HQ 5 45 0 5 0 0 0 35 0 0 12 41 8 45
Army HQ 6 54 0 6 0 0 0 35 0 0 12 41 8 45
Commander 1 1* 4 0 1 0 0 0 0 10 10 12 41 8 45
Commander 2 2* 8 0 1 0 0 0 0 10 10 12 41 8 45
Commander 3 3* 12 0 1 0 0 0 0 10 10 12 41 8 45
Commander 4 4* 16 0 1 0 0 0 0 10 10 12 41 8 45
Commander 5 5* 20 0 1 0 0 0 0 10 10 12 41 8 45
Commander 1 (mot.) 1* 6 0 1 0 0 0 0 0 0 12 41 8 45
Commander 2 (mot.) 2* 12 0 1 0 0 0 0 0 0 12 41 8 45
Commander 3 (mot.) 3* 18 0 1 0 0 0 0 0 0 12 41 8 45
Commander 4 (mot.) 4* 24 0 1 0 0 0 0 0 0 12 41 8 45
Commander 5 (mot.) 5* 30 0 1 0 0 0 0 0 0 12 41 8 45
“Strength Points” are SP/platoon “Victory Points” is VP/Platoon (of listed SP)
164
u.k./commonwealth Weapon Data - Appendices
U.K./COMMONWEALTH RANGE
UNIT NAME 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 70 80 90 100110
Mark VIB Light Tanks 2
4 2 1
Stuart I Light Tanks 8 6 4
3 2 1
Stuart III Light Tanks 8 6 4
10 4 3 2 1 1
Lee Medium Tanks 17 16 15 13 11 9 7 5
12 12 11 11 10 10 9 9 8 8 7 6
Sherman Medium Tanks 18 17 16 14 12 10 8 6
12 12 11 11 10 10 9 9 8 8 7 6
Matilda II Infantry Tanks 8 6 4
9 9 8 6 5 4 3 2
Matilda II Flamethrower Tanks 1
2 1
Valentine III Infantry Tanks 8 6 4
12 9 8 6 5 4
Daimler Scout Cars 2
3 2 1
Stuart Recce 2
3 2 1
Light Reconnaissance Cars 3 1
3 2 1
Marmon-Herrington MFF Arm’d Cars 3 1
3 2 1
Humber III Armoured Cars 3 2 Upper line is nominal Attack Strength vs. Hard (armored) Target
9 8 7 5 4 Lower line is nominal Attack Strength vs. Soft (unarmored) Target
Humber IV Armoured Cars 9 6 4 Note: Only armed units capable of ranged fire are listed in these
10 5 3 2 1 1 Weapon Data charts; i.e., unarmed transport and leaders are not listed
Daimler Armoured Cars 8 6 4
2 1 1
165
Appendices - u.k./commonwealth Weapon Data
U.K./COMMONWEALTH RANGE
UNIT NAME 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 70 80 90 100110
Priest S-P 105mm Howitzers 10 8 6 3 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
18 18 18 18 18 17 17 17 17 16 16 16 16 15 15 15 15 14 14 14 11 8
Carriers 1
2 1
MMG Carriers 2
10 8 6 4 2 Upper line is nominal Attack Strength vs. Hard (armored) Target
Indian Pattern Carriers 4 2 Lower line is nominal Attack Strength vs. Soft (unarmored) Target
3 2 1 Note: Only armed units capable of ranged fire are listed in these
2pdr Portee Anti-Tank Trucks 7 5 4 Weapon Data charts; i.e., unarmed transport and leaders are not listed
2 2 1
Morris C9/B 40mm A-A Trucks 6 5 4 3
14 13 12 11 10 9 8 7 6 5
Landing Craft Personnel 2
3 1
Landing Craft Vehicle Personnel 2
4 2
Landing Craft Assault 2
3 1
Landing Craft Mechanized 2
4 2
Landing Craft Tank 4 3
9 8 6 4
OML 3-inch Mortars (early) 0 2 2 1 1 1
0 12 11 10 8 6
OML 3-inch Mortars (9/42+) 2 2 2 2 2 2 1 1 1 1
14 13 12 11 10 9 8 7 6 5
OSB 4.2-inch Mortars 0 0 0 3 3 3 3 2 2 2 2 2 1 1 1 1
0 0 0 16 15 15 14 13 13 12 11 11 10 9 9 8
OQF 2-Pounder Anti-Tank Guns 8 6 4
2 2 1
U.K./COMMONWEALTH RANGE
UNIT NAME 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 70 80 90 100110
OQF 6-Pounder Anti-Tank Guns 19 17 14 12 10 8 6 4
8 8 8 7 7 7 6 6 5 5 4 4
OQF 75mm Mark 1 Anti-Tank Guns 16 14 12 10 8 6 4
11 11 10 10 9 9 8 8 7 6 5 4
OQF 75mm Mark 1 Pack Howitzers 8 5 3 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
12 12 12 12 11 11 11 11 10 10 10 10 9 9 9 9 8 8 8 8 6
OQF 18-Pounder Field Guns 15 12 9 6 3 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
12 12 12 12 12 11 11 11 11 11 10 10 10 10 10 9 9 9 9 9 7
OQF 25-Pounder (Short) Field Guns 9 6 3 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
15 15 15 15 15 14 14 14 14 13 13 13 13 12 12 12 12 11 11 11 8
OQF 25-Pounder Field Guns 18 15 12 9 6 3 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
15 15 15 15 15 15 14 14 14 14 14 14 13 13 13 13 13 12 12 12 10 9 7
OQF 3.7-inch Mountain Howitzers 8 6 4 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
12 12 12 12 11 11 11 10 10 10 9 9 9 8 8 8 7 7 7 6
OQF 4.5-inch Howitzers 8 6 4 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
18 18 18 17 17 17 16 16 15 15 15 14 14 13 13 13 12 12 11 11
OBL 5.5-inch Gun-Howitzers 10 8 5 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
21 21 21 21 21 21 20 20 20 20 20 19 19 19 19 19 19 18 18 18 17 15 13 12
OBL 6-inch Howitzers 10 8 6 4 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2
24 24 24 23 23 23 22 22 22 21 21 21 20 20 20 19 19 19 18 18 15 12
OBL 7.2-inch Howitzers Mk I 10 8 5 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
28 28 28 28 28 27 27 27 27 26 26 26 26 25 25 25 25 25 24 24 22 19 17 14
OQF 40mm Anti-Aircraft Guns 6 5 4 3
14 13 12 11 10 9 8 7 6 5
OQF 3-inch Anti-Aircraft Guns 4 3 2
12 12 11 11 10 10 9 9 8 8 7 6
OQF 3.7-inch Anti-Aircraft Guns 5 4 3 2
16 16 16 15 15 15 14 14 13 13 12 12 11 11 10 10 9 9 8 8
167
Appendices - u.k./commonwealth Weapon Data
U.K./COMMONWEALTH RANGE
UNIT NAME 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 70 80 90 100110
4-inch Naval Guns 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 1 1 1 1 1 1 1 1
21 21 21 21 21 21 21 20 20 20 20 20 20 20 19 19 19 19 19 19 17 15 12 10
4.7-inch Naval Guns 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 1 1 1 1 1 1
23 23 23 23 23 23 23 22 22 22 22 22 22 22 21 21 21 21 21 21 19 17 14 12
5.25-inch Naval Guns 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 1 1 1
25 25 25 25 25 25 25 24 24 24 24 24 24 24 23 23 23 23 23 23 21 20 18 15 13
6-inch Naval Guns 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11 2 2 2 2 2 2 2
27 27 27 27 27 27 27 27 27 26 26 26 26 26 26 26 26 26 25 25 24 23 21 20 18 16 14
8-inch Naval Guns 24 24 23 23 22 22 21 21 20 20 19 19 18 18 17 17 16 16 15 15 6 5 5 5 5 5 5 5 5
33 33 33 33 33 33 33 33 32 32 32 32 32 32 32 32 31 31 31 31 30 28 27 26 24 22 21 19 17
14-inch Naval Guns 30 30 29 29 28 28 27 27 26 26 25 25 24 24 23 23 22 22 21 21 12 8 8 8 8 8 8 8 8
62 62 62 62 62 62 62 62 62 62 61 61 61 61 61 61 61 61 61 61 60 59 57 56 55 54 53 51 50
15-inch Naval Guns 32 32 31 31 30 30 29 29 28 28 27 27 26 26 25 25 24 24 23 23 14 9 9 9 9 9 9 9 9
66 66 66 66 66 66 66 66 66 65 65 65 65 65 65 65 65 65 64 64 63 62 61 59 58 57 55 54 52
16-inch Naval Guns 34 34 33 33 32 32 31 31 30 30 29 29 28 28 27 27 26 26 25 25 16 10 10 10 10 10 10 10 10
70 70 70 70 70 70 70 70 70 69 69 69 69 69 69 69 69 69 68 68 67 66 65 63 62 61 59 58 56
Carrier Rifle Section 2
5 3
Rifle Platoon (early) 2
9 6 3
Rifle Platoon (7/43+) 12
9 6 3
Burma Rifles Platoon 1
8 5 2
Parachute Infantry Platoon 12
10 5 2
Commando Platoon 3
10 5 2
168
u.k./commonwealth Weapon Data - Appendices
U.K./COMMONWEALTH RANGE
UNIT NAME 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 70 80 90 100110
Native Irregular Platoon 1
5 2
Engineer Platoon 12
7 4 2
Machinegun Section 2
10 9 8 6 4 2
Machinegun Platoon 2
10 9 8 6 4 2
Anti-Aircraft Machinegun Platoon 2
8 6 4 2
Battalion HQ (foot) 2
4 2 1
Battalion HQ (mot.) 2
4 2 1
Regimental HQ (foot) 4
6 3 1
Regimental HQ (mot.) 4
6 3 1
Brigade HQ 4
6 3 1
Divisional HQ 4 Upper line is nominal Attack Strength vs. Hard (armored) Target
8 4 2 Lower line is nominal Attack Strength vs. Soft (unarmored) Target
Corps HQ 5
Note: Only armed units capable of ranged fire are listed in these
10 5 2 Weapon Data charts; i.e., unarmed transport and leaders are not listed
Army HQ 6
12 6 3
169
Appendices - united states Unit Data
UNITED STATES Strength Victory Assault Defense Opt. Armor Firing Loading Unload Start Start End End
UNIT NAME Points Points Value Value F S R Cost Cost Cost Month Year Month Year
M2A4 Light Tanks 5 15 4 3 3 2 1 40 0 0 8 42 12 42
M3 Light Tanks 5 15 4 4 4 2 2 40 0 0 12 41 12 42
M3A1 Light Tanks 5 15 4 4 4 2 2 40 0 0 8 42 12 44
M3A1 Flamethrower Light Tanks 4 12 18 4 4 2 2 40 0 0 6 44 12 46
M5A1 Light Tanks 5 15 4 5 5 2 2 40 0 0 2 44 12 46
M24 Light Tanks 5 20 6 6 6 3 3 35 0 0 11 45 12 46
M3 Medium Tanks 5 25 6 7 7 4 4 50 0 0 11 43 11 43
M4 Medium Tanks 5 25 7 8 8 4 4 35 0 0 12 43 12 46
M4A2 Medium Tanks 4 20 7 8 8 4 4 35 0 0 11 43 4 44
M4A2 Medium Tanks 3 15 8 8 8 4 4 35 0 0 5 44 4 45
M4A2 Medium Tanks 3 15 9 8 8 4 4 35 0 0 5 45 12 46
M4(76)W Medium Tanks 5 30 7 9 9 5 5 35 0 0 11 45 12 46
M4(105) Medium Tanks 3 18 8 9 9 4 4 40 0 0 10 44 12 46
POA-CWS-H1 Flamethrower Tanks 3 15 18 9 8 4 4 35 0 0 2 45 10 45
POA-CWS-H1 Flamethrower Tanks 5 25 18 9 8 4 4 35 0 0 4 45 12 46
POA-CWS-H5 Flamethrower Tanks 3 21 20 9 8 4 4 40 0 0 11 45 12 46
POA-CWS-H5 Flamethrower Tanks 5 35 20 9 8 4 4 40 0 0 11 45 12 46
M26 Heavy Tanks 5 35 8 13 21 9 9 35 0 0 10 45 12 46
M45 Heavy Tanks 3 21 8 14 23 9 9 35 0 0 10 45 12 46
T4 Mine Exploder Tanks 5 25 3 8 8 4 4 35 0 0 11 45 12 46
M10 GMC 76mm Tank Destroyers 4 20 2 6 8 3 3 35 0 0 10 43 12 46
M18 GMC 76mm Tank Destroyers 4 20 2 3 3 1 1 35 0 0 1 45 12 46
M36 GMC 90mm Tank Destroyers 4 20 2 6 8 3 3 35 0 0 11 45 12 46
M3 Halftracks 6 18 1 2 2 1 1 40 0 0 12 41 12 46
M4 81mm Mortar Halftracks 3 9 1 2 2 1 1 50 0 0 2 44 12 46
M3 GMC 75mm Gun Halftracks 4 16 2 2 2 1 1 50 0 0 12 41 4 42
M3 GMC 75mm Gun Halftracks 2 8 2 2 2 1 1 50 0 0 11 42 4 44
“Strength Points” are SP/platoon “Victory Points” is VP/Platoon (of listed SP)
170
united states Unit Data - Appendices
UNITED STATES Strength Victory Assault Defense Opt. Armor Firing Loading Unload Start Start End End
UNIT NAME Points Points Value Value F S R Cost Cost Cost Month Year Month Year
M3 GMC 75mm Gun Halftracks 4 16 2 2 2 1 1 50 0 0 5 44 4 45
M15A1 MGMC 37mm AA Halftacks 4 16 3 2 2 1 1 33 0 0 1 45 12 46
M16 MGMC Quad .50-cal AA Halftacks 4 16 4 2 2 1 1 33 0 0 1 45 12 46
M19 GMC Twin 40mm Anti-Aircraft Tanks 4 16 4 2 2 2 1 33 0 0 11 45 12 46
M3A1 Scout Car Section 3 9 2 2 2 1 1 40 0 0 12 41 4 44
M8 Armored Car Section 3 12 3 2 2 1 1 40 0 0 5 44 12 46
M8 HMC Self-Propelled 75mm Howitzers 2 10 4 5 5 2 2 40 0 0 11 45 12 46
M8 HMC Self-Propelled 75mm Howitzers 3 15 4 5 5 2 2 40 0 0 2 44 12 46
M7 HMC Self-Propelled 105mm Howitzers 4 24 1 3 3 1 1 50 0 0 5 45 12 46
M7 HMC Self-Propelled 105mm Howitzers 6 36 1 3 3 1 1 50 0 0 10 44 12 46
M37 HMC Self-Propelled 105mm Howitzers 4 24 1 2 2 2 1 50 0 0 11 45 12 46
M41 HMC Self-Propelled 155mm Howitzers 4 28 1 2 2 2 1 50 0 0 11 45 12 46
M40 GMC Self-Propelled 155mm Guns 4 28 1 4 4 1 1 100 0 0 11 45 12 46
M43 HMC Self-Propelled 8-inch Howitzers 4 32 1 4 4 1 1 100 0 0 11 45 12 46
T93 GMC Self-Propelled 8-inch Guns 4 32 1 4 4 1 1 100 0 0 11 45 12 46
T92 HMC Self-Propelled 240mm Howitzers 4 32 1 4 4 1 1 100 0 0 11 45 12 46
Jeep Scout Section 3 3 2 1 0 0 0 40 0 0 12 41 12 46
Jeeps 4 4 0 1 0 0 0 0 0 0 12 41 12 46
Trucks 6 6 0 1 0 0 0 0 0 0 12 41 12 46
Wagons 6 6 0 1 0 0 0 0 0 0 12 41 5 42
LVT2 Amphibious Personnel Carriers 6 18 2 2 0 0 0 40 0 0 11 43 6 45
LVT(A)2 Amphibious Personnel Carriers 6 24 2 2 2 1 1 40 0 0 2 44 6 45
LVT4 Amphibious Personnel Carriers 6 24 2 2 2 1 1 40 0 0 6 44 12 46
LVT(A)1 Amphibious Tanks 6 30 5 2 2 1 1 40 0 0 2 43 12 44
LVT(A)4 Amphibious Tanks 6 30 4 4 3 2 1 40 0 0 6 44 12 46
DUKW Amphibious Trucks 6 12 0 1 0 0 0 0 0 0 3 43 12 46
Artillery Tractors 4 4 0 1 0 0 0 0 0 0 12 41 12 46
“Strength Points” are SP/platoon “Victory Points” is VP/Platoon (of listed SP)
171
Appendices - united states Unit Data
UNITED STATES Strength Victory Assault Defense Opt. Armor Firing Loading Unload Start Start End End
UNIT NAME Points Points Value Value F S R Cost Cost Cost Month Year Month Year
Horses 6 6 0 1 0 0 0 0 50 50 12 41 5 42
Boats 6 12 0 1 0 0 0 0 50 10 12 41 12 46
Rafts 6 6 0 1 0 0 0 0 50 10 12 41 12 46
Landing Craft Personnel 6 18 2 2 0 0 0 35 0 0 8 42 12 43
Landing Craft Vehicle 6 24 2 4 0 0 0 35 0 0 8 42 12 43
Landing Craft Vehicle Personnel 6 30 1 8 8 6 6 35 0 0 6 43 12 46
Landing Craft Mechanized 6 30 2 12 12 9 9 35 0 0 8 42 12 46
Landing Craft Tank 6 36 6 16 16 12 12 33 0 0 1 43 12 46
M2 60mm Mortar Section 2 4 0 2 0 0 0 40 40 25 12 41 12 46
M2 60mm Mortar Section 3 6 0 3 0 0 0 40 40 25 6 42 12 46
Stokes 3-inch Mortars 2 4 0 3 0 0 0 40 50 50 12 41 5 42
M1 81mm Mortar Section 2 6 0 3 0 0 0 40 50 50 12 41 5 42
M1 81mm Mortars 4 12 0 3 0 0 0 40 50 50 12 41 12 46
M1 81mm Mortars 6 18 0 4 0 0 0 40 50 50 6 42 12 46
M2 4.2-inch Mortars 4 16 0 4 0 0 0 50 50 50 8 43 12 46
T25 155mm Mortars 4 16 0 4 0 0 0 100 100 100 7 44 12 46
M3A1 37mm Anti-Tank Guns 2 4 0 2 0 0 0 40 50 25 12 41 12 46
M3A1 37mm Anti-Tank Guns 3 6 0 3 0 0 0 40 50 25 6 42 12 46
M3A1 37mm Anti-Tank Guns 4 8 0 4 0 0 0 40 50 25 12 41 12 46
M1 57mm Anti-Tank Guns 2 6 0 2 0 0 0 40 50 25 1 44 12 46
M1 57mm Anti-Tank Guns 3 9 0 3 0 0 0 40 50 25 5 44 12 46
M1 57mm Anti-Tank Guns 4 12 0 4 0 0 0 40 50 25 5 44 12 46
M5 3-inch Anti-Tank Guns 4 16 0 5 0 0 0 40 50 50 11 45 12 46
T32 37mm Manpack Guns 2 4 0 3 0 0 0 40 40 25 7 44 12 46
M18 57mm Recoilless Rifles 2 6 0 3 0 0 0 40 50 50 6 45 12 46
M20 75mm Recoilless Rifles 2 8 0 3 0 0 0 40 50 50 6 45 12 46
M1A1 75mm Pack Howitzers 4 16 0 3 0 0 0 40 50 50 12 41 12 46
“Strength Points” are SP/platoon “Victory Points” is VP/Platoon (of listed SP)
172 TalonSoft’srisingsun
united states Unit Data - Appendices
UNITED STATES Strength Victory Assault Defense Opt. Armor Firing Loading Unload Start Start End End
UNIT NAME Points Points Value Value F S R Cost Cost Cost Month Year Month Year
M1A1 75mm Pack Howitzers 6 24 0 3 0 0 0 40 50 50 12 41 12 43
M1897A2 75mm Field Guns 4 16 0 4 0 0 0 40 50 50 12 41 5 42
M1897A2 75mm Field Guns 2 8 0 4 0 0 0 40 50 50 8 42 10 42
M2A1 105mm Howitzers 4 20 0 4 0 0 0 40 50 50 6 42 12 46
M3 105mm Howitzers 6 30 0 4 0 0 0 40 50 50 1 44 10 45
M1918 155mm Howitzers 4 20 0 2 0 0 0 50 50 50 12 41 12 46
M1 155mm Howitzers 4 20 0 2 0 0 0 50 50 50 1 44 12 46
M1918M1 155mm Guns 4 24 0 2 0 0 0 100 100 100 12 41 12 44
M1A1 155mm Guns 4 24 0 2 0 0 0 100 100 100 5 43 12 46
M1 8-inch Howitzers 4 24 0 2 0 0 0 100 100 100 9 44 12 46
M51 Multiple .50-cal Machineguns 4 12 0 3 0 0 0 33 50 50 9 42 12 46
M1A2 37mm Anti-Aircraft Guns 4 12 0 4 0 0 0 33 50 50 12 41 12 46
M1 40mm Anti-Aircraft Guns 4 12 0 4 0 0 0 33 50 50 11 43 12 46
M3 3-inch Anti-Aircraft Guns 4 16 0 3 0 0 0 50 100 100 12 41 12 42
M1A1 90mm Anti-Aircraft Guns 4 20 0 3 0 0 0 50 100 100 8 42 12 46
M2 90mm Anti-Aircraft Guns 4 20 0 3 0 0 0 35 50 50 6 44 12 46
5-inch Naval Guns 3 - 0 0 0 0 0 33 0 0 12 41 12 46
6-inch Naval Guns 6 - 0 0 0 0 0 50 0 0 12 41 12 46
8-inch Naval Guns 4 - 0 0 0 0 0 50 0 0 12 41 12 46
12-inch Naval Guns 4 - 0 0 0 0 0 100 0 0 12 41 12 46
14-inch Naval Guns 6 - 0 0 0 0 0 100 0 0 12 41 12 46
16-inch Naval Guns 4 - 0 0 0 0 0 100 0 0 12 41 12 46
Rifle Platoon 6 18 5 7 0 0 0 35 50 25 12 41 10 43
Rifle Platoon 6 18 5 7 0 0 0 35 50 25 11 43 12 46
Cavalry Platoon 6 12 3 4 0 0 0 35 50 50 12 41 5 42
PA (Philippine Army) Rifle Platoon 6 12 4 6 0 0 0 40 50 25 12 41 5 42
Native Irregular Platoon 6 12 2 6 0 0 0 50 50 25 12 41 8 45
“Strength Points” are SP/platoon “Victory Points” is VP/Platoon (of listed SP)
173
Appendices - united states Unit Data
UNITED STATES Strength Victory Assault Defense Opt. Armor Firing Loading Unload Start Start End End
UNIT NAME Points Points Value Value F S R Cost Cost Cost Month Year Month Year
Parachute Infantry Platoon 6 24 6 7 0 0 0 35 50 25 9 43 10 43
Parachute Infantry Platoon 6 24 6 7 0 0 0 35 50 25 11 43 12 46
Ranger Infantry Platoon 6 18 6 6 0 0 0 35 50 25 9 44 12 46
Armored Infantry Platoon 6 24 6 7 0 0 0 35 50 25 11 45 12 46
Marine Platoon 6 18 5 8 0 0 0 35 50 25 12 41 12 42
Marine Platoon 6 24 7 8 0 0 0 35 50 25 1 43 10 43
Marine Platoon 6 24 7 8 0 0 0 35 50 25 11 43 3 44
Marine Platoon 6 30 8 9 0 0 0 35 50 25 4 44 12 46
Marine Parachute Platoon 6 18 8 7 0 0 0 35 50 25 8 42 2 44
Marine Raider Platoon 6 18 6 6 0 0 0 35 50 25 8 42 1 44
Engineer Platoon 6 24 7 7 0 0 0 35 50 50 12 41 12 46
Airborne Engineer Platoon 6 24 7 7 0 0 0 35 50 50 5 44 12 46
Light Machinegun Section 2 6 1 4 0 0 0 35 50 25 12 41 12 46
Light Machinegun Section 3 9 2 7 0 0 0 35 50 25 4 43 12 46
Light Machinegun Platoon 6 18 2 7 0 0 0 35 50 25 4 43 4 44
Heavy Machinegun Platoon 4 12 2 6 0 0 0 35 50 50 12 41 12 46
Heavy Machinegun Platoon 6 18 2 7 0 0 0 35 50 50 5 44 12 46
.50-cal Machinegun Platoon 3 12 0 5 0 0 0 35 50 50 12 41 12 46
Battalion HQ (foot) 2 18 0 2 0 0 0 35 50 50 12 41 12 46
Battalion HQ (mot.) 2 24 0 2 0 0 0 35 0 0 12 41 12 46
Regimental HQ (foot) 3 21 0 3 0 0 0 35 50 50 12 41 12 46
Regimental HQ (mot.) 3 27 0 3 0 0 0 35 0 0 12 41 12 46
Brigade HQ 3 30 0 3 0 0 0 35 0 0 12 41 12 46
Divisional HQ 4 40 0 4 0 0 0 35 0 0 12 41 12 46
Corps HQ 5 45 0 5 0 0 0 35 0 0 12 41 12 46
Army HQ 6 54 0 6 0 0 0 35 0 0 12 41 12 46
“Strength Points” are SP/platoon “Victory Points” is VP/Platoon (of listed SP)
174
united states Unit Data - Appendices
UNITED STATES Strength Victory Assault Defense Opt. Armor Firing Loading Unload Start Start End End
UNIT NAME Points Points Value Value F S R Cost Cost Cost Month Year Month Year
Commander 1 1* 4 0 1 0 0 0 0 10 10 12 41 12 46
Commander 2 2* 8 0 1 0 0 0 0 10 10 12 41 12 46
Commander 3 3* 12 0 1 0 0 0 0 10 10 12 41 12 46
Commander 4 4* 16 0 1 0 0 0 0 10 10 12 41 12 46
Commander 5 5* 20 0 1 0 0 0 0 10 10 12 41 12 46
Commander 1 (mot.) 1* 6 0 1 0 0 0 0 0 0 12 41 12 46
Commander 2 (mot.) 2* 12 0 1 0 0 0 0 0 0 12 41 12 46
Commander 3 (mot.) 3* 18 0 1 0 0 0 0 0 0 12 41 12 46
Commander 4 (mot.) 4* 24 0 1 0 0 0 0 0 0 12 41 12 46
Commander 5 (mot.) 5* 30 0 1 0 0 0 0 0 0 12 41 12 46
“Strength Points” are SP/platoon “Victory Points” is VP/Platoon (of listed SP)
TalonSoft grants the buyer of this software package the right to use one copy of the enclosed software
program. You may not use it across a network, unless used in conjunction with another legitimate copy, rent
or lease it, disassemble, decompile, reverse engineer, or modify the software in any way. All editors may be
used to create scenarios that may be freely distributed, providing that no monetary profit will be required or
gained, and scenarios are distributed in a non-commercial manner. TalonSoft has the ultimate rights to all sce-
narios created from this software. You may not copy or distribute copies of the enclosed written material.
The enclosed software program, libraries, graphics, and all written material are the sole property of
TalonSoft, Inc. and its suppliers and are protected under the copyright laws of the United States of America
and all International Treaties.
This software product is sold AS IS and TalonSoft, its suppliers, dealers or distributors make no warranty
with respect to the performance, quality, merchantability, fitness for any purpose of the software. The original
purchaser must complete and return the enclosed registration card within 30 days of purchase. The
enclosed media will be replaced free of charge for the first 90 days after purchase, providing you send the
defective media along with a note describing the problem.
After 90 days, the media will be replaced for $15 U.S.
Send to: TalonSoft, P.O. Box 43730, White Marsh, MD 21236
176
united states Weapon Data - Appendices
TalonSoft’srisingsun 177
Appendices - united states Weapon Data
178
united states Weapon Data - Appendices
179
Appendices - united states Weapon Data
180
united states Weapon Data - Appendices
181
Appendices - united states Weapon Data
U.K./COMMONWEALTH
Spitfire Mk VB Fighter 2 14 18 6 6 12/41 8/45
Hurricane Mk IIA Fighter 2 12 16 5 5 12/41 8/45
Hurricane Mk IIB Fighter 2 10 12 5 5 12/41 8/45
Hurricane Mk IIC Fighter 2 12 14 5 5 12/41 8/45
Fulmar Fighter 2 10 12 5 5 12/41 12/42
SBD Dive Bomber 2 18 24 5 6 12/41 1/44
F4U Fighter 2 9 12 8 5 2/43 8/45
Seafire Mk III Fighter 2 14 18 5 6 2/43 8/45
Mosquito Mk VI Fighter 2 26 36 9 7 5/43 8/45
Beaufighter Mk VI Ground Attack 2 22 30 10 8 5/43 8/45
Firefly Mk I Fighter 2 12 16 7 6 12/43 8/45
Beaufighter Mk X Ground Attack 2 28 36 10 8 5/44 8/45
P-51 Ground Attack 2 18 20 7 6 6/44 8/45
UNITED STATES
F2A Fighter 2 6 8 8 4 12/41 3/42
SBD Dive Bomber 2 18 24 5 6 12/41 1/44
P-39 Ground Attack 2 18 22 6 6 12/41 7/44
P-40E Ground Attack 2 20 26 6 6 12/41 1/45
F4F Fighter 2 8 10 8 5 12/41 12/46
P-38F Fighter 2 26 34 8 7 8/42 12/46
F4U Fighter 2 9 12 8 5 2/43 12/46
P-47D Ground Attack 2 36 52 7 8 8/43 12/46
SB2C Dive Bomber 2 22 30 5 7 9/43 12/46
F6F-5 Fighter 2 18 20 8 6 4/44 12/46
P-51D Ground Attack 2 18 20 7 6 5/44 12/46
Allied
Nationality Symbol 3D Base Country
U.K. and
Commonwealth
United States
Axis
Nationality Symbol 3D Base Country
Japan
Long, Gavin. The Six Year War: A Concise History of Australian in the 1939-45 War
Lunt, James. A Hell of a Licking: The Retreat from Burma 1941-2, London, Collins. 1986
Mayo, Lida. Bloody Buna, New York, Doubleday & Company, Inc. 1974
Merling, Karal Ann & Wetenhall, John. Iwo Jima: Monuments, Memories, and the American
Hero, Massachusetts, Harvard University Press. 1991
Merrilat, Herbert Christian. Guadalcanal Remembered, New York. Dodd, Mead & Compa-
ny. 1982
Mueller, Joseph N. Guadalcanal 1942: The Marines Strike Back, London, Michelin House.
1992
Newcomb, Richard F. Iwo Jima, New York, Holt, Reinhart And Winston. 1965
Ogburn, Charlton Jr. The Marauders, New York, Harper & Row, Publishers. 1959
Perrett, Bryan. Tank Tracks to Rangoon.
Paull, Raymond. The Retreat from Kokoda.
Pimlott, John. The Historical Atlas of WWII, New York, Henry Holt & Co., Inc. 1995
Robertson, John. Australia at War 1939-1945, Melbourne, William Heinemann. 1981
Ross, Bill D. Iwo Jima: Legacy of Valor, New York, Vanguard Press. 1985
Ross, Bill D. Peleliu Tragic Triumph: The Untold Story of the Pacific War’s Forgotten Battle,
New York, Random House. 1991
Rottman, Gordon and Mike Chappell. US Marine Corps 1941-45, London, Osprey. 1995
Russ, Martin. Line of Departure: Tarawa, New York, Doubleday & Company, Inc. 1975
Skates, John Ray. The Invasion of Japan: Alternative to the Bomb, South Carolina, University
of South Carolina Press. 1994
Smurthwaite, David. The Pacific War Atlas 1941-1945, New York, Facts On file, Inc. 1995
Stacey, Col. CP Stacey. Six years of War—the Canadian Army in Canada, Britain, and the
Pacific.
Steinberg, Rafael. Island Fighting. Alexandria. Time Incorporated. 1978
Swinson, Arthur. The Battle of Kohima, New York, Stein And Day. 1967
Taaffe, Stephen R. MacArthur's Jungle War: The 1944 new Guinea Campaign, Kansas, Uni-
versity Press of Kansas. 1998
Tolland, John. The Rising Sun: The Decline and Fall of the Japanese Empire 1936-1945,
New York, Random House. 1970
Tregaskis, Richard. Guadalcanal Diary, New York, Random House. 1943
Tsuji, Colonel Masanobu. Singapore—the Japanese Version, New York, St. Martin's Press. 1960.
Vader, John. New Guinea: the Tide is Stemmed, The Pan/Ballantines Illustrated History of
WWII
Various. United States Army Greenbook Series. US Army.
Vincent, Carl. No Reason Why - The Canadian Hong Kong Tragedy, an Examination
Westheimer, David. Death is Lighter than a Feather. University of North Texas Press.
Wheeler, Richard. IWO, New York, Lippincott & Crowell, Publishers. 1980
Wilson, Dick. When Tigers Fight: The Story of the Sino-Japanese War, 1937-1945, New
York, The Viking Press. 1935
Wright, Derrick. A Hell of a Way to Die: Tarawa Atoll 20-23 November 1943, London.
Windrow & Greene. 1996
Young, Peter and Richard Natkiel. Atlas of the Second World War, New York, Berkley Pub-
lishing Corp. 197
TalonSoft’s rising sun 187
Index
Index
2D Normal: 14, 18, 21 Complexity Rating: 7
2D Zoom-out: 14, 18, 21 Concealment: 25, 73
3D Normal: 14, 18, 21 Counter Assault: 46
3D Zoom-out: 14, 18, 20 Damage Report: 51
3D Extreme Zoom-out: 14, 18, 20 DCG: see Dynamic Campaign Game
AA: see Anti-Aircraft Defense Strength: 23, 46, 47, 50, 51
A/I (artificial intelligence): 9, 15, 87, 103 (see values listed for each unit in the
Action Point(s): 22, 24, 33, 38, 40, 41 Manual Appendix)
Advantage: 9, 15 Demolition (Bridge & High Wall): 49
Air Attack: 11, 19, 25, 28, 44, 105 Density Modifier (Direct Fire): 51
Anti-Aircraft Fire: 24, 45 Density Modifier (Indirect Fire): 43
Anti-Aircraft Unit: 14 Detail Levels (in Damage Report): 16, 51
Amphibious: 24, 36 Digging In: 11, 24, 28, 58
Armor Facing Effects: 84 Direct Fire: 38, 40, 51
AP: see action points Displacement (by reinforcement): 34
Artillery Dialog: 11, 18, 42, 43 Disrupted (disruption): 14, 24, 32, 46, 52
Assaults: 12, 19, 36, 46, 47, 48 Disrupted Unit Movement: 32
Assault Value: 17, 23, 46, 47, 48 Disruption Loss: 28, 53
Attack Strength: 17, 26, 49, 79 Double time: 11, 19, 24, 36
Auto Save AP's for Firing: 19 Dynamic Campaign Game: 85
Banzai: 76 Editors: 92
Bases (unit): 13, 19 Embankment: 70
Beach: 57, 60 Equipment Upgrades: 91
Bicycle Capable: 75 Escarpment: 70
Blocked (as in the counter): 28, 49, 57 Engineers: 14, 24, 47, 49
Blocked (as in LOS, SP's and wrecks): 39 Echelon Movement: 36
Bridges: 24, 31, 71, 72, 73 Excess Density Value: 51
(blowing or damaging): 11, 49 Exit Objectives: 81, 108
Bunkers: 57 Experience Points: 90
Campaign (game): 5, 85 Extreme Fog-of-War: 34, 83
Campaign Commanders Screen: 86 Fatigue(d): 24, 36
Cavalry: 37, 47 Field: 60
Cave: 57, 78 Fill (Cluster or Rectangle): 95
Character: 86 Find Org: 13
City: 65 Fire Cost: 17, 23, 29
Clear Terrain: 59 Fire/Mode: 18, 29
Cliff: 71 First Side: 82, 102
Column Movement: 36 Fixed (units or status): 14, 24, 28, 37
Leader (aka Commander): 23, 74, 75 Fog-of-War (FOW): 9, 48
Command Control: 83 Ford: 72
Command Rating: 23 Forest: 62
Command Radius: 74 Fortification: 56
Command Report: 28 FOW: (see Fog-of-war)
Combat: 38 Game Scale: 17
Combat Explanation: 50 Game Turn: 28
Combat Results: 52 Gliders: 35
188 TalonSoft’s rising sun
Index
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